iMSTK issueshttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues2019-07-05T11:31:29-04:00https://gitlab.kitware.com/iMSTK/iMSTK/-/issues/214Vulkan VR mesh problems with Oculus Rift2019-07-05T11:31:29-04:00Nicholas MilefVulkan VR mesh problems with Oculus RiftConfiguration specs:
* GTX 1080
* Oculus Rift CV1
Mesh data appears to be corrupt in RenderDoc.
CC: @sreekanth\-arikatlaConfiguration specs:
* GTX 1080
* Oculus Rift CV1
Mesh data appears to be corrupt in RenderDoc.
CC: @sreekanth\-arikatlahttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/213Flickering of objects in Vulkan renderer when framerate goes below refresh rate2021-06-01T16:50:46-04:00Nicholas MilefFlickering of objects in Vulkan renderer when framerate goes below refresh rateSometimes objects start to flicker when the framerate goes below the refresh rate. This is primarily a concern for deformable objects. It appears to be caused by a synchronization issue, but I will look into this.Sometimes objects start to flicker when the framerate goes below the refresh rate. This is primarily a concern for deformable objects. It appears to be caused by a synchronization issue, but I will look into this.Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/212Add VisualDeformable object type2019-07-28T15:38:32-04:00Zhaohui XiaAdd VisualDeformable object typeAdd `VisualDeformable` object type to allow for efficient handle of deformable geometry that doesn't use physics (PBD or FEM).Add `VisualDeformable` object type to allow for efficient handle of deformable geometry that doesn't use physics (PBD or FEM).https://gitlab.kitware.com/iMSTK/iMSTK/-/issues/210Update documentation for new rendering features2020-01-14T15:03:48-05:00Nicholas MilefUpdate documentation for new rendering featuresRelease 2.0.0Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/209.dll copy issue when system build of a dependency is used2022-01-07T01:04:43-05:00Sreekanth Arikatla.dll copy issue when system build of a dependency is usedAt CMake configure time, if an existing build of the imstk dependent library is used, the .dll files are not copied to the bin folder where the executables reside post-build.At CMake configure time, if an existing build of the imstk dependent library is used, the .dll files are not copied to the bin folder where the executables reside post-build.https://gitlab.kitware.com/iMSTK/iMSTK/-/issues/208Remove overlay example in VTK backend2019-03-04T14:43:35-05:00Sreekanth ArikatlaRemove overlay example in VTK backendhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/207Migrate to VRPN offical repo2021-10-02T20:11:07-04:00Sreekanth ArikatlaMigrate to VRPN offical repoCurrently, we use a version of VRPN that has custom changes (see [here](https://github.com/sjh26/vrpn/commits/improve-openhaptics)). Move these changes to the offical repo and change the superbuildCurrently, we use a version of VRPN that has custom changes (see [here](https://github.com/sjh26/vrpn/commits/improve-openhaptics)). Move these changes to the offical repo and change the superbuildhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/206Add tetrahedral overlay mesh2019-07-28T15:59:34-04:00Sreekanth ArikatlaAdd tetrahedral overlay meshAdd the ability to create an overlay tetrahedral mesh for a given input mesh.
Possible steps:
1. Start by overlaying a uniform grid confined to the bounding box
2. Remove the voxels that do not have a node or edge from the input mesh
3....Add the ability to create an overlay tetrahedral mesh for a given input mesh.
Possible steps:
1. Start by overlaying a uniform grid confined to the bounding box
2. Remove the voxels that do not have a node or edge from the input mesh
3. Split the remaining voxels into 8 tetrahedra eachhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/205BUG: compilation error in Visual Studio 2017 15.82019-03-01T12:37:18-05:00Nicholas MilefBUG: compilation error in Visual Studio 2017 15.8There seems to be a problem with the alignment of some data structures. The fix is to add a compilation definition `_DISABLE_EXTENDED_ALIGNED_STORAGE`.There seems to be a problem with the alignment of some data structures. The fix is to add a compilation definition `_DISABLE_EXTENDED_ALIGNED_STORAGE`.Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/204Add support for texture compression2019-03-01T12:37:28-05:00Nicholas MilefAdd support for texture compressionCurrently, textures take up a huge amount of space and take a while to load. We can improve this situation by supporting GPU texture compression.Currently, textures take up a huge amount of space and take a while to load. We can improve this situation by supporting GPU texture compression.Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/203Add profiling tools to Vulkan renderer2019-07-28T15:59:29-04:00Nicholas MilefAdd profiling tools to Vulkan rendererNicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/202Add transformation to scene object class2019-07-28T15:59:25-04:00Nicholas MilefAdd transformation to scene object classI think that the scene object class should also have a transformation. The reason is that then the VisualModels, physics geometry, etc. can be instantiated to the same place at runtime. It could also allow for rendering optimizations suc...I think that the scene object class should also have a transformation. The reason is that then the VisualModels, physics geometry, etc. can be instantiated to the same place at runtime. It could also allow for rendering optimizations such as instancing.https://gitlab.kitware.com/iMSTK/iMSTK/-/issues/201Deep subsurface scattering2019-07-28T15:59:01-04:00Nicholas MilefDeep subsurface scatteringDeep homogenous subsurface scattering:
https://www.ea.com/frostbite/news/approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look
This doesn't replace the subsurface scattering we have now. However, it allo...Deep homogenous subsurface scattering:
https://www.ea.com/frostbite/news/approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look
This doesn't replace the subsurface scattering we have now. However, it allows for deep scattering and is less performance-intensive. It will be based on thickness maps.Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/200Add Frame Graph Feature2019-07-28T15:59:22-04:00Nicholas MilefAdd Frame Graph FeatureCurrently, it's difficult to add new workloads to the GPU and add new render passes in the Vulkan engine. Currently, render passes are in one big function called `renderFrame()` inside of imstkVulkanRenderer.cpp. This is getting messy, e...Currently, it's difficult to add new workloads to the GPU and add new render passes in the Vulkan engine. Currently, render passes are in one big function called `renderFrame()` inside of imstkVulkanRenderer.cpp. This is getting messy, especially with ensuring correct image layout transitions.
This is also problematic with compute shaders. The compute shader MR currently is asynchronous (async compute) with the render graph, but it only allows CPU read-back. I want to add support for Compute->Graphics transfer to easily allow for GPU physics.
The frame graph concept allows GPU workloads to be scheduled automatically and handle resource transitions/synchronization, particularly for explicit graphics APIs (Vulkan, DirectX 12, Metal, etc.). This is a relatively new (2017) idea for structuring a renderer:
https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-in
This feature will be slowly integrated into the Vulkan renderer.Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/199Update list of contributors associated with 1.0.0 release2022-04-20T08:34:40-04:00Jean-Christophe Fillion-RobinUpdate list of contributors associated with 1.0.0 releaseBased on https://gitlab.kitware.com/iMSTK/iMSTK/graphs/v1.0.0 , it seems the list of contributors listed in [Docs/source/releases.rst](https://gitlab.kitware.com/iMSTK/iMSTK/blob/master/Docs/source/releases.rst) is incomplete.Based on https://gitlab.kitware.com/iMSTK/iMSTK/graphs/v1.0.0 , it seems the list of contributors listed in [Docs/source/releases.rst](https://gitlab.kitware.com/iMSTK/iMSTK/blob/master/Docs/source/releases.rst) is incomplete.https://gitlab.kitware.com/iMSTK/iMSTK/-/issues/198Add VisualModel to documentation2018-12-04T17:09:25-05:00Nicholas MilefAdd VisualModel to documentationNicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/197Add post-processing module for metrics visualization and analysis2019-07-28T15:59:18-04:00Sreekanth ArikatlaAdd post-processing module for metrics visualization and analysishttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/196Cannot Start in Paused Mode2020-03-08T12:19:26-04:00Sreekanth ArikatlaCannot Start in Paused ModeRelease 2.0.0https://gitlab.kitware.com/iMSTK/iMSTK/-/issues/195Add raytracing support to Vulkan renderer2019-07-28T15:59:15-04:00Nicholas MilefAdd raytracing support to Vulkan rendererNVidia released Vulkan extensions for raytracing (unfortunately not for OpenGL). This will help with complex rendering effects.
https://devblogs.nvidia.com/vulkan-raytracing/NVidia released Vulkan extensions for raytracing (unfortunately not for OpenGL). This will help with complex rendering effects.
https://devblogs.nvidia.com/vulkan-raytracing/Nicholas MilefNicholas Milefhttps://gitlab.kitware.com/iMSTK/iMSTK/-/issues/194Add VisualModel to SceneObject2018-12-04T17:09:39-05:00Nicholas MilefAdd VisualModel to SceneObjectThe current scene object implementation is causing too much data to be placed in the Geometry class. For instance, RenderMaterial and visibility functions should be moved out of the Geometry class. Currently, each SceneObject can only co...The current scene object implementation is causing too much data to be placed in the Geometry class. For instance, RenderMaterial and visibility functions should be moved out of the Geometry class. Currently, each SceneObject can only contain one visual geometry object. In order to overcome this, we proposed that each scene object can contain a vector of the new VisualModel class. Each VisualModel can contain a RenderMaterial and Geometry object.Nicholas MilefNicholas Milef