This is my presentation I gave to my INRIA team to present the current status of my engineering work with IBR technologies and CR-Play (EU project) advancements
2. An innovative mixed pipeline for
videogames development
REVES retreat meeting | Nice 17/18 November 2014
My objectives (1st year) :
• IBR (spixel_warp) transfert
• IBR common framework creation
• Support and technical bridge between researchs
3. Initial and reference IBR project : spixelWarp (linux only)
My contribution :
• Full Windows and linux 32bits/64bits compatibility (MAC soon)
•Doxygen documentation
• C++11 optimisations (auto, thread, shared_ptr to get rid of boost…) and bug fixes
• Esay to build :
Auto check and
download
dependencies
Build/install/run
Build/install/run
Auto check and download
museum_front dataset
IBR sample
4. IBR common
framework
Core
Utilities
IBR libs
IBR apps
Libsl-mini
BUILD
INSTALL
CONFIGURE IBR is cave
apps
IS submodule
isTracking isRendering
isDistributed
Git submodule update --init
Auto svn
update
IBR desktop
QGL apps
IBR algo
interface
IBR algo 1 IBR algo N
Renderer
IBR classes
Interactors
Then switched to a new refactorized common “SDK”
Virtual Reality
platforms
New IBR
algorithms
environments
5. IBR software management
Agregate IBR projects into IBR framework : IBR_Common
• Refactorisation of all gforge IBR projects into a common set of libraries/plugins/apps
• Centralisation of common features, tools and data management
• Coding rules, documentation and GIT continuous integration system with JENKINS :
MASTER
SLAVES
Auto check and
download
dependencies
6. IBR common was NOT built to :
• Be a draft
• Modified freely the core
• Copy/paste part of code
IBR common was built to :
• Use common classes and behaviors implementations
• Get benefit design or provide/propose improvements
• Do not reinvent the wheel and reuse already existed code
Combine engineer development philosophy and tools :
• Simple common coding rules reflex (define a not too strict standard)
• Simple common comments rules reflex (doxygen for each no trivial function/classes)
• Respect the Cmake current system (until you have better workflow to propose)
• For configure / build / install steps
• Use available modules (find packages and functions/macros)
• Respect a simple GIT workflow
• Do not commit binaries (use gforge file system instead)
• Do not commit WIP tests into the trunk
• Commit regularly atomic part of dev
• Get benefit of branches/merges
• Take a look to INRIA Jenkings continuous integration system of our projects (ci.inria.fr)
7. An innovative mixed pipeline for
videogames development
REVES retreat meeting | Nice 17/18 November 2014
Global objective:
Research and video game pipeline prototype creation
using 3D reconstruction, IBR and VBR