1 This is a basic list of ideas for projects, in pretty simple dot-point form. They're not
2 in any order, certainly not order of being interesting. I'm leaning towards the "Infinite Precision" formats,
3 as there's some really interesting things to try there, and lots of different possibilities, but I haven't found
4 any evidence of people really trying it before...
6 - Bézier curves on the GPU
7 - Making object entirely out of geometry (no fragment processing, textures)
8 - PROS: Easy to fit some sort of LOD in. Do it in geometry/tess shaders?
9 - CONS: Probably not actually that useful in the real world. Unless doing lots of GPU stuff, probably already done and documented.
10 - Implementing the triangulation part of Jim Blinn's GPU Gems 3 paper on the GPU
12 - CONS: Probably no LOD. Rather boring.
13 - Entirely in pixel shaders
14 - Not really a good idea? It'd like be a really inefficient way of doing things?
16 - Level of Detail for Bézier curves
17 - This will either already have been done or be really difficult, I bet.
18 - Lots and lots of maths.
20 - "Infinite precision" by view reparenting.
21 - PROS: Pretty unique and cool, as far as I can tell. Lots of different methods to compare, separate tasks.
22 - CONS: Some nasty corner cases to handle. No-one's really done anything like this before.
23 - Had a closer look at this yesterday: Postscript has a 32-bit float precision
24 - IIRC, not quite IEEE float, trades a bit of range for a bit of precision, I think.
25 - Thought a bit about implementation. There are some corner cases which would be quite
27 - Quadtree sounds like it'd work, but would need some tweaks for "sibling" and "cousin" nodes.
28 - Have to copy objects to the precision level we're working at (or one within a given precision range)
29 - Lots of polygon clipping. If we do bézier curves it'd get close to impossible. :/
30 - People making postscript documents for (e.g) mandelbrot sets are complaining about the precision now.
31 - Not really any research on high-precision document formats. This would probably be pretty uncharted waters.
34 - PROS: Cool looking. Not too much work.
35 - CONS: WebGL has done this already. Unless we try for some self-defining geometry shader thing.
36 - Possibly try for a shader format which is guaranteed to terminate?
39 - Implement that U3D thing in libpoppler. Cool, but is it actually a project?
41 - Precomputing opengl calls for a given document.
42 - PROS: Performance, I guess. Possibility of lots of existing documents to convert?
43 - CONS: Basically have to implement a whole document format.
44 - Basically grab libpoppler or Cairo or one of the other open source PDF libs
45 and make it basically dump raw GPU data for quick rendering.
47 - Magnification filter for raster images.
48 - Basically something that can scale photos while "generating" further detail rather than pixelating.
49 - I smell fourier transforms or similar.
50 - PROS: Some existing research. Interesting.
51 - CONS: Probably quite hard. Not really any objective measure of success.
52 - Need to check the literature in more detail.