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gsoc-schedule.md

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Project Schedule

Note: the following dates have been changed, as the GSoC Timeline was updated due to COVID-19.

Community Bonding (May 4 to June 1)

1st week (May 4)

  • Discuss with artists on Discord which effects they want the most
  • Study the way multi-threading is accomplished in GenericFrameRenderer

2nd week (May 11)

  • Continue to contribute with PRs to get more familiar with the codebase
  • Get familiar with the render pipeline

3rd week (May 18)

  • Revise the effects added as stretch goals and their order of implementation to take the obtained feedback into consideration
  • Get more familiar with Qt and the render viewer

4th week (May 25)

  • Evaluate what's the best approach to adding effects that could benefit from parelization: whether to use multi-threading, or if they could be applied with shaders (as it is done in Blender's EEVEE with GLSL, for example)

Phase 1 (June 1 to June 29)

5th week (June 1)

  • Implement Unity's "Classic" Vignette
  • Parallelize the effect implementation and get feedback from users

6th week (June 8)

  • Abstract and generalize multithreading on post-processing stages, without forcing each stage to have to reimplement it
  • Start implementing Bloom

7th week (June 15)

  • Continue working on Bloom and check if the results are satisfactory to decide if more post-processing effects should be added or if it's worth it to attempt recreating UE4's "Bloom Convolution"
  • Validate the concurrent implementation of effects and fix any bugs so that it's merged

8th week (June 22)

  • Finish Bloom implementation
  • Create test scenes for Bloom and add documentation for the customizable settings
  • Fix bugs
  • Start Tonemapping implementation

Phase 2 (June 29 to July 27)

9th week (June 29)

  • 🏁 GSoC mentor/student evaluations (June 29 - July 3)
  • Continue Tonemapping implementation

10th week (July 6)

  • Create test scenes for the different tonemap operators added and add documentation
  • Get preset tonemappers merged into appleseed
  • Start implementing Chromatic Aberration

11th week (July 13)

  • Add test scenes and documentation to finish CA effect integration
  • Brainstorm the most friendly way to expose post effects on interactive rendering

12th week (July 20)

  • Start coding post effects preview on interactive rendering
  • Fix any remaining bugs on the implemented effects that may emerge

Phase 3 (July 27 to August 24)

13th week (July 27)

  • 🏁 GSoC mentor/student evaluations (July 27 - 31)
  • Create a test suite for the implementation of post effects on paused interactive renders
  • Decide wheter to implement a few more straightforward effects (e.g. saturation and contrast) or to add a few improvements to the render viewer (as discussed in #feature-requests with Esteban)
  • Begin final report

14th week (August 3)

  • Final polishes (i.e. testing and minor fixes)
  • Bug fixing
  • Compile the generated test scenes to demonstrate the effects of the new post-processing stages, so that they can easily be added in future release notes

15th week (August 10)

  • Create a few eye-candy renders that compile the implemented post-processing effects to illustrate the project's result (e.g. [4])
  • Finalize the project report

16th week (August 17)

  • Project wrap-up

Project Conclusion (August 24 to September 9)

17th week (August 24)

  • 🏁 GSoC students submit their code, project summaries, and final evaluations of their mentors (August 24 - 31)

18th week (August 31)

  • 🏁 GSoC mentors review student code samples and determine if the students have successfully completed their project (August 31 - September 7)

19th week (September 7)

  • 🏁 GSoC results are announced (September 8)