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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3A2.8%2FViewport</id>
	<title>Dev:2.8/Viewport - 版の履歴</title>
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	<updated>2026-10-04T01:48:14Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.8/Viewport&amp;diff=150907&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.8/Viewport&amp;diff=150907&amp;oldid=prev"/>
		<updated>2018-06-28T21:16:07Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:16時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.8/Viewport&amp;diff=150906&amp;oldid=prev</id>
		<title>wiki&gt;Dfelinto: /* Documentation */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.8/Viewport&amp;diff=150906&amp;oldid=prev"/>
		<updated>2016-10-05T16:18:42Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Documentation&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Viewport Project =&lt;br /&gt;
&lt;br /&gt;
This document aims to describe the 2.8 Viewport Project, and to help facilitate discussion and communication on the project. Only high-level details (goals, tasks, etc) should be in this document. For lower-level implementation details, please use [[Dev:2.8/Source/Viewport| this page]]. It should also be noted, that this project is a workflow and user experienced focused project and is not focused on performance and under-the-hood improvements to Blender's viewport drawing. For such improvements, look at the [[Dev:2.8/Source/OpenGL | OpenGL project]]. Weekly progress reports can be found on [[Dev:2.8/Viewport/Reports | this page]].&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
Improve the workflow and user experience of Blender's 3D viewport including improvements to previewing for rendering and exporting.&lt;br /&gt;
&lt;br /&gt;
== Roadmap ==&lt;br /&gt;
&lt;br /&gt;
== Discussion Items ==&lt;br /&gt;
The following are items to be discussed for eventual inclusion into the project.&lt;br /&gt;
&lt;br /&gt;
* Roadmap!&lt;br /&gt;
* Physically-based rendering following Unreal Engine 4's model&lt;br /&gt;
* Move selecting and picking outside of OpenGL (default bvhs everywhere)&lt;br /&gt;
** ''Note: OpenSubiv needs special attention since it doesn't support ray tracing, could be solved by adding patches to BVH which can be rasterized on CPU''&lt;br /&gt;
* Better rendering of selection outline / indication in the viewport&lt;br /&gt;
* Workflow modes (sculpters, modelers, animators, game designers, etc)&lt;br /&gt;
** Ways to config this and switch efficiently&lt;br /&gt;
* Good material previewing of cycles nodes&lt;br /&gt;
* Blender as a shader editor&lt;br /&gt;
** Be able to use those shaders for previewing assets before export&lt;br /&gt;
* OpenGL 3.2 Core minimum&lt;br /&gt;
* Look into OpenGL 4 + AZDO (try to be compatible with Vulkan as well) for hardware that supports this&lt;br /&gt;
* Allow viewport to be reused by game engine&lt;br /&gt;
* Support viewport renders from command line/in headless mode&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
TODO: Formalize some of the discussion items into concrete goals&lt;br /&gt;
&lt;br /&gt;
== Devs ==&lt;br /&gt;
&lt;br /&gt;
* Mike Erwin (merwin)&lt;br /&gt;
* [[User:Brecht|Brecht Van Lommel (brecht)]]&lt;br /&gt;
* [[User:Moguri|Mitchell Stokes (Moguri)]]&lt;br /&gt;
* [[User:Kupoman|Daniel Stokes(Kupoman)]]&lt;br /&gt;
* Kevin Dietrich&lt;br /&gt;
* Alexander Romanov(aromanov)&lt;br /&gt;
* [[User:Julianeisel|Julian Eisel (Severin)]]&lt;br /&gt;
* [[User:Dfelinto|Dalai Felinto (dfelinto)]]&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
* Continue OpenGL refactoring ([[Dev:2.8/Source/OpenGL|more info]])&lt;br /&gt;
* Finish DerivedMesh refactor ([[User:Psy-Fi/TODO|more info]])&lt;br /&gt;
* Viewport dependency graph - System for managing GPU data cache updates ([http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-drawing-part-1/ more info])&lt;br /&gt;
* Resolve [[Dev:Ref/Release_Notes/2.74/UI#Viewport_Compositing|limitations]] of viewport compositing effects&lt;br /&gt;
&lt;br /&gt;
== Related Projects ==&lt;br /&gt;
* [[Dev:2.8/Source/OpenGL | OpenGL project]]&lt;br /&gt;
&lt;br /&gt;
== Resources and References ==&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2013-shading-course/ Real Shading in Unreal Engine 4]&lt;br /&gt;
* [http://blog.selfshadow.com/publications/s2012-shading-course/ Physically Based Shading at Disney]&lt;br /&gt;
* [http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf Moving Frostbite to Physically Based Rendering]&lt;br /&gt;
* Videos:&lt;br /&gt;
** Maya Viewport 2.0 ([https://www.youtube.com/watch?v=zJNF7CZ-VjI Demo 1], [https://www.youtube.com/watch?v=HUKtLBITmkg Demo 2])&lt;br /&gt;
** [https://youtu.be/eN3PsU_iA80?t=22m27s Unity Viewport]&lt;br /&gt;
* [https://developer.nvidia.com/opengl-vulkan Nvidia article on Vulkan-like OpenGL]&lt;br /&gt;
* [http://help.autodesk.com/cloudhelp/2016/ENU/Maya/files/GUID-13B0F0A6-39D5-4668-A722-DD743877D2E3.htm ShaderFX - Create a Stingray Physically Based Shader]&lt;br /&gt;
* [http://www.stobierski.pl/unity/UBER.pdf Documentation of &amp;quot;UBER - Standard Shader Ultra&amp;quot;] (advanced PBS such as wetness, glitter, snow, ...)&lt;br /&gt;
* [http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf Dota 2 Hero Shader Masks Guide] (non-PBS?)&lt;br /&gt;
&lt;br /&gt;
=== Proposals ===&lt;br /&gt;
* [https://drive.google.com/file/d/0B5CLsFk4D9wHNzdJQVI1RV9oUXc/view Preliminary Viewport Design proposal] (by Antony Riakiotakis)&lt;br /&gt;
&lt;br /&gt;
=== Documentation ===&lt;br /&gt;
* [[Dev:2.8/Viewport/PBR_Pipeline|PBR Pipeline 2016.09.11]]&lt;br /&gt;
* [[Dev:2.8/Viewport/Sprint-16.09.23|Sprint 2016.09.23]]&lt;br /&gt;
* [[Dev:2.8/Viewport/Meeting-16.09.28|Meeting 2016.09.28]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Dfelinto</name></author>
		
	</entry>
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