Archive of C# code that was part of my System for Automated Interactive Lighting (SAIL) dissertation work (2009).
- original code is licensed under the MIT License and is Copyright (c) 2009-2012 Joseph A. Zupko.
- Environment and character art in
sail_demo/media/1930_room
is used with permission and is Copyright (c) 2009 David Milam.
This codebase includes the demo implementation described and used as part of my System for Automated Interactive Lighting (SAIL) dissertation work. This is the version of SAIL that was used for experiment sessions. It is implemented in C#.
This codebase is only known to compile with
Visual Studio 2008 Express Edition
under Windows XP 32-bit
.
doc
- Doxygen generated docs will be created when the Release build is compiled. Output is placed in this folder.jz/physics
- unfinished sequential impulse physics library. Used bysail_demo
for collision.jz_physics_test
- test application forjz/physics
.sail
- image processing and learning components of my dissertation research SAIL.sail_demo
- demo application, demos SAIL and also implements the artifact demo used as part of qualitative interviews in my dissertation.sail_object_generator
- incomplete application that was going to be used to generate random objects for testing.sail_trainer
- application that is used to generate the data set that is used by SAIL at runtime to light an object.siat_xna/siat
- core math and utility code.siat_xna/siat_cb
- unfinished "content builder", meant to allow for building content without using a Visual Studio project.siat_xna/siat_xna_cp
- content processing, includes an implementation of a COLLADA DOM and processor to convert scene data from COLLADA 1.4.1 into a binary format used bysiat_xna/siat_xna_engine
.siat_xna/siat_xna_engine/render
- real-time rendering, including dynamic lighting (both forward and deferred), materials, and effects.siat_xna/siat_xna_engine/scene
- real-time scene management, including a scene graph, hardware occlusion query based kd-Tree visibility management, portal-cell visibility management, cameras, sky boxes, and animated and static meshes.