Softart is a raster-based software Renderer.And the design goal is to achieve the core functions of direct3d 10/11.Our design objectives include the following::
- Software Implementation of a highly portable Raster Graphic Pipeline
- How graphics and hardware work is presented and taught
- Provides high-performance graphic rendering capabilities for computing devices in the next generation of javascore or Larrabee multi-x86 Processor Architecture
- It is hard to implement stream processors such as GPU, but features has a significant advantage in the memory core architecture.
- Interfaces that are easier to use than graphic APIs
- A Scalable rendering system combined with complex rendering technologies (such as radiation and ray tracing), research can provide a speed-quality balanced rendering Architecture
The softart interface focuses on the dx10 design.
Stages are divided by pipelines. Each stage and its related facility interfaces adopt the object-oriented design style.
This design is easier to use than the design of the d3d9 and OGL state machine styles. It also reduces the coupling before and after the assembly line, and is advantageous for optimization or expansion.
Currently, softart has a complete d3d9 assembly line level and has a basic demo.
In the future, softart will use new extensions to provide advanced graphics technology support while maintaining kernel stability.
At the same time, we will try to implement some algorithms that are not easy to implement on the GPU in the form of extensions in softart, in order to provide better performance and features than the graphic API.
SoftartMain Work in the near stageIncluding:
- Rasterizer Optimization
- Softart Shader Language features are designed and implemented by the compiler. It provides a simplified Shader Language for softart.
- Msaa, and provides customizable sampling pattern
- Ewa-based anistropic Filtering
- Geometry shader, hull shader and tesselassion shader provided in extended form
- Parallel Optimization
- Larrabe porting
- Demonstration cases of features and Performance
- Document Writing
Softart is released on http://code.google.com/p/softartas an open-source project. The latest code is in svn.
All codes except the Special Declaration are GPL 2. You can freely download or use them within the scope permitted by the agreement.
If Software defects are discovered, or you have any good comments or suggestionsYou can leave a message on the Project Management page or contact the author.
Wuye9036@gmail.com
Minmin.gong@gmail.com
On behalf of all the members and users of the project, I would like to pay tribute and thank you for your unique contribution to the development of this project!
As an open-source grating Renderer Based on the gpl2 protocol, softart is not just as simple as software products.
We also hope to build a smart and dynamic community based on softart.
In this community, every flash of wisdom can inspire others. Every flash of wisdom can make softart take a better step.
With the completion of the softart framework, softart's complex and challenging feature expansion work has been put in front.
Regardless of you
- I like irregular Z buffer, a kind of hardware architecture technology that is not unusual, and want to implement my own hardware architecture;
- I am still obsessed with using the latest graphics theory to create a dazzling and amazing demo;
- I still want to combine softart with commercial products to make it possible for users to think about what they cannot;
We all welcome you with 100% enthusiasm.
To maintain the stability of the softart core framework and ensure code quality, we plan to divide all project membersCore GroupAndDeveloper Group.
Core GroupTemporarily transferred by Kongming (wuye9036@gmail.com) and Minmin. gong (minmin.gong@gmail.com) composition, mainly responsible for architecture design, Shader Language Standard formulation, softart kernel development, design documentation and interface agreed writing, as well as the maintenance of the main branch.
Developer GroupThere are roughly three types of jobs:
- Document group: mainly responsible for commenting and writing documents.
- Compiler group: responsible for the design and expansion of the host feature and language Bridge of the compiler, compiler maintenance, and performance tuning.
- Extended group: Write Device or auxiliary library extensions, such as geometry shader's host code and Math library.
Developers will complete development on their respective branches. You have full write permissions on the branches where you work.
We will review all branch modifications on schedule and invite you to participate in the review. You are both the author of the Branch and the reviewer of other branches.
If your modifications have passed review and are adopted in the main branch, we hope that with your assistance, we can explain your thoughts, thoughts, and actions on softart, the original version is integrated into the main softart branch to make it grow as you want.
At the same time, the Core Group will organize online or offline technical exchange activities as needed to share technical experiences and management experiences with you. Of course, we will also share our happy life.
If you want to join our teamTo provide your valuable support to our team and softart,Please prepare the following documents:
- ID: Common ID, preferably including real name
- Google account: If not, you can apply for one. Because our SVN repository is built on Google Code)
- Contact info: Im (QQ, MSN, Gtalk) and email, the best mobile phone
- Self-Introduction: Including good technology, project experience, and fun.
- Desired job
- Other requirements: Well... Whatever requirements
Send to the mailbox wuye9036@gmail.com, or send to me in the form of an insite email on this site. I will try my best to contact you and discuss it with you.
We sincerely welcome your participation and express our sincere thanks and sincere expectation for joining us!