Releases: edisonlee0212/EvoEngine
Releases · edisonlee0212/EvoEngine
v0.1.5 Dynamic strands physics, editor improvements.
What's Changed
- Better breaking strategy, rotation correction from bundle constraint. by @edisonlee0212 in #115
- Fixed a bug in post-processing. by @edisonlee0212 in #116
- Improvement on rendering by @edisonlee0212 in #117
- Updated resources. by @edisonlee0212 in #119
- Removed projects and will add these as submodules. by @edisonlee0212 in #121
- Fixed issue when no renderlayer present. by @edisonlee0212 in #122
- Fixed TriangleIlluminationEstimator for DigitalAgriculturePlugin. by @edisonlee0212 in #123
- Bug fix for ImGui Tree Nodes that caused an assertion to fail. by @nikolasschwarz in #124
- Dynamic Strands texture coordinates. by @edisonlee0212 in #126
- Rewrote data generation pipeline. by @edisonlee0212 in #128
- Properly implemented meshing by group by @nikolasschwarz in #129
- Foliage, atmosphere, and trees by @edisonlee0212 in #130
- Now operators can be used within Scene camera window. by @edisonlee0212 in #134
- Implemented new flag for uniform particles is_single_strand_particle … by @nikolasschwarz in #138
- Implemented foliage drop physics. by @edisonlee0212 in #139
- Setup render pipeline for small segments. by @edisonlee0212 in #140
- Setup additional compute shader pipeline for filtering tetrahedron. by @edisonlee0212 in #142
- Finished implementation of small segments rendering. by @edisonlee0212 in #143
- Fix normal computation and split tetrahedron compute shader in two by @nikolasschwarz in #144
- Introduced sharp tip for splinters. by @edisonlee0212 in #145
- Properly implemented physics for DynamicSkeleton. by @edisonlee0212 in #146
- Optimized out all InsideAlpha calls on neighbors by @nikolasschwarz in #148
- Interactive mesh extrusion by @nikolasschwarz in #151
- Shader debugging, shader optimization, prepare for snow simulation. by @edisonlee0212 in #152
- Snow simulation. by @edisonlee0212 in #153
- Deterministic tree growth, wind physics. by @edisonlee0212 in #155
- Compute bark and use it for meshing by @nikolasschwarz in #157
- General improvement on Dynamic Strand Physics. by @edisonlee0212 in #158
- Fixed all heat map for visualization. by @edisonlee0212 in #159
- Physics demo initial setup. by @edisonlee0212 in #163
- Better breaking strategy. by @edisonlee0212 in #164
- Supporting inner wood material. by @edisonlee0212 in #166
- General physics improvement. by @edisonlee0212 in #167
- Stabilize normal computation by @nikolasschwarz in #168
- Introduce new inside flag for initialization only by @nikolasschwarz in #170
- Allowing breaking in substeps. by @edisonlee0212 in #171
- Fixed execution order. Wood damage/strength by @edisonlee0212 in #172
- Implement mesh breaking based on SegmentPair connectivity by @nikolasschwarz in #173
- General physics improvement. by @edisonlee0212 in #177
- Physics demo setup. by @edisonlee0212 in #178
- Compute normals for uniform particles at the end of strands and flag them as interior by @nikolasschwarz in #179
- More experiment setups. by @edisonlee0212 in #180
- Fix normal computation for correct orientation by @edisonlee0212 in #182
- Collider size demo. by @edisonlee0212 in #183
- Tree experiments. by @edisonlee0212 in #184
- Supporting visualization for strand segments. by @edisonlee0212 in #185
- Supporting all operators in scene camera. by @edisonlee0212 in #186
- Add in-keyword to several functions by @nikolasschwarz in #188
- Introduced new experiments for exploring fracture types. by @edisonlee0212 in #191
- Tree experiment setup. Splinter rendering improvement. by @edisonlee0212 in #193
- Flag single bark particles and color them by @nikolasschwarz in #194
- Do not check group index at initialization and reset normals by @nikolasschwarz in #196
- Added stop all operator. by @edisonlee0212 in #197
- AssetManager and FileManager, asset folder. by @edisonlee0212 in #202
- Asset scanning. by @edisonlee0212 in #203
Full Changelog: v0.1.4...v0.1.5
v0.1.4 Bug fixes, editor improvements
What's Changed
- Framework termination, shadow map fix, Linux support by @edisonlee0212 in #84
- Framework successfully work without RenderLayer. by @edisonlee0212 in #85
- RenderInstanceStorage external input. by @edisonlee0212 in #87
- Foliage simulation for dynamic strands. by @edisonlee0212 in #88
- Viewport supported. by @edisonlee0212 in #97
- Foliage rendering complete. by @edisonlee0212 in #102
- Bug fix & Physics improvement. by @edisonlee0212 in #104
- Introduced Point/Axis/Transform Pivot. by @edisonlee0212 in #105
- Bug fix, editor update. by @edisonlee0212 in #108
- Reorganize shader, improved icons by @edisonlee0212 in #114
Full Changelog: v0.1.3...v0.1.4
v0.1.3 Render system overhaul. Post-processing stack, shader hot reload, etc.
What's Changed
- Improvement on tree modeling & segment grouping. by @edisonlee0212 in #63
- Structure improved. Removed connections. by @edisonlee0212 in #64
- Bug fix for segment grouping. by @edisonlee0212 in #65
- Optimize breaking logic, more editing operators. by @edisonlee0212 in #66
- Compute normals, tangents and UV coordinates by @nikolasschwarz in #67
- CPU/Compute shader-based/OptiX Ray Tracer refactoring. by @edisonlee0212 in #68
- DynamicStrands: Merged particles to segments. by @edisonlee0212 in #69
- fix crash caused by computing UV coordinates for experiments by @nikolasschwarz in #70
- Fixed crash when creating sorghum mesh without BTF Material. by @edisonlee0212 in #71
- Gpu normals fix by @nikolasschwarz in #72
- Fixed crash/undefined behavior caused by manually setting Platform::Constants::support_ray_tracing to false. by @edisonlee0212 in #73
- Refactored code in RenderLayer, RenderInstance. by @edisonlee0212 in #74
- RenderLayer overhaul. by @edisonlee0212 in #75
- DynamicStrands rendering. by @edisonlee0212 in #76
- Supporting shader hot reload. by @edisonlee0212 in #77
- Camera Post-Processing Stack by @edisonlee0212 in #78
Full Changelog: v0.1.2...v0.1.3
Physics simulation on strands, cross-platform support.
What's Changed
- Added NsightAftermath for saving gpu minidump for debugging, ray tracing pipeline. by @edisonlee0212 in #5
- Mesh shader for basic debug visualization. Compute shader infrastructure for physics simulation. by @edisonlee0212 in #6
- Redesigned skeleton structure, so it can fit on GPU easier. by @edisonlee0212 in #7
- Auto clear shader binaries as post build command in CMake. by @edisonlee0212 in #8
- Quick fix for DynamicStrands to avoid crash for unfinished physics im… by @edisonlee0212 in #9
- Better data structure for strand segment (added strand particle). by @edisonlee0212 in #10
- alpha shape meshing by @nikolasschwarz in #11
- Removed glm dependencies for LogWood implementations for Swift translation by @edisonlee0212 in #12
- Setting up DynamicStrands simulation pipeline. by @edisonlee0212 in #13
- Implemented "Position And Orientation Based Cosserat Rods" by @edisonlee0212 in #14
- Introduced connectivity constraint. by @edisonlee0212 in #15
- Fixed precompiled headers, improved folder layout for Visual Studio. by @edisonlee0212 in #16
- Implemented scan mode for scanning sorghum without occlusion. by @edisonlee0212 in #17
- Visualizing bend/twist/shear/stretch/connectivity strains. by @edisonlee0212 in #18
- Introduced twin particles for segment split by @edisonlee0212 in #19
- Fixed shader import. by @edisonlee0212 in #20
- Restored python binding for EvoEngine, EcoSysLab, and DigitalForestry by @edisonlee0212 in #22
- Improved menu for JoeScanner. Simplified process. by @edisonlee0212 in #23
- Improved physics simulation framework. by @edisonlee0212 in #24
- Fixed bug for not being able to debug with Nvidia NSight. by @edisonlee0212 in #25
- Introduced substep for more stiff material. by @edisonlee0212 in #26
- Physics system overhaul. by @edisonlee0212 in #27
- Drag force and Box selection finished. by @edisonlee0212 in #28
- Neighbor constraint, branch breaking. by @edisonlee0212 in #29
- Transferred Nikolas's implementation to the framework. by @edisonlee0212 in #30
- Adding alternatives of CGAL. by @edisonlee0212 in #31
- Stretch/Shear breaking by @edisonlee0212 in #32
- Offset particle's position during ComputeDelaunay so it finds neighbor correctly. by @edisonlee0212 in #33
- Fixed incorrect descriptor set binding for render function. by @edisonlee0212 in #34
- Re-introduce random constraint. by @edisonlee0212 in #43
- Cocentric properties, Sorghum waviness, etc. by @edisonlee0212 in #45
- Finished implementation UniformParticle for rendering. by @edisonlee0212 in #46
- Entity Selection, DsPhysics. by @edisonlee0212 in #47
- Regularized segment position. by @edisonlee0212 in #48
- Fixed multiple rods experiment. by @edisonlee0212 in #49
- More experiment setups, more collider types. by @edisonlee0212 in #52
- EcoSysLabLayer GUI code refactoring by @edisonlee0212 in #54
- GUI improvements for EcoSysLab and Python API for DigitalAgriculture. by @edisonlee0212 in #55
- Better visualization, code refactoring by @edisonlee0212 in #56
- Improved stiff rod constraint calculation and visualization. by @edisonlee0212 in #57
- Implemented Dynamic Hashed Grid. by @edisonlee0212 in #58
- GPU Alpha Shape by @edisonlee0212 in #59
- Enabled Linux platform, setup GitHub workflow for Linux build. by @edisonlee0212 in #61
- Supporting MacOS. Added GitHub workflow for MacOS build. by @edisonlee0212 in #62
New Contributors
- @nikolasschwarz made their first contribution in #11
Full Changelog: v0.1.1...v0.1.2
v0.1.1
Full Changelog: v0.1.0...v0.1.1
v0.1.0
What's Changed
- Simplify 3rdParty libs and setup Github workflow by @edisonlee0212 in #1
- Added basic implementation of GPU ray tracer with compute shader
Full Changelog: https://github.com/edisonlee0212/EvoEngine/commits/v0.1.0