Generally close to intended time scale at current but still slightly behind where things were hoped to be.
Framework
Most of the framework is complete though further changes may be made, especially when optimisation comes into the main focus. Original framework based on DirectX 9 experience but changes had to be made for DirectX 10 to make work easier and generally improve the tidiness and accessibility of the objects in the application.
B-Spline generating and rendering proved fairly easy, maths may need rechecked. These formed the basis for the keyhairs, the keyhairs are then rendered later on.
Rendering
Keyhairs are currently drawn as Polygon strips based on the previously mentioned B-Splines. Could probably just as easily have used Beziers but the higher level of continuity keeps the hair constrained to a fairly smooth degree.
Basic Phong shading to give the hairs ambient, diffuse and specular lighting. Has also given an awareness of the DirectX 10 and HLSL 10 systems.
Physics
Implemented Verlet Integration to handle hair physics. Updates constrained to 10 millisecond frequency due to variable time steps causing errors and to reduce the performance impact. The mass spring system has also been implemented in the hair physics. The mass spring system is based on the simple calculations of Hooke's law. Spring strength is set by dividing based strength by a quadratic equation (based on Henrik Halen's work) parameters of which are based on the distance from the “root” of the hair.
Documentation Progress
Probably lagging a little in keeping up with documentation. Definite need to work on the Blog and Dissertation more frequently.
Dissertation
Started writing the introduction sections and bullet pointing the methods and implementation sections. The main introductions is mostly based on the proposal introduction which is already written and covers most of the important information. Approx 1000 words at current.
Estimated Progress
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