Hello J-S,

>
>
>
> > I have a nvidia g80 to use with geometry shaders but I don't know much about
> > how to use them. If anyone have a knowledge on this topic we can collaborate
> > on an osg implementation. It can be an interesting topic to work on.
>
> As Glenn mentioned, a general interface with multiple rendering
> backends would be the best implementation. Making one backend first
> though is OK, as long as the interface is general enough.
>
> You might want to wait for Mike's integration of geometry shaders into
> the OSG so that the geometry shader side is more generalized.

Yes I guess it will be very useful if we have a more general
implementation for geometry shaders.

Are we able to use cg shaders on osg ? I don't know of an example
about geometry shaders in glsl. If there is one pls let me know.

>
> I think the GLU implementation would be less work, as GLU essentially
> does all the work for you - you just give it the parameters of your
> curves/surfaces and it does the rest. I can supply a simple,
> straight-OpenGL/GLU/GLUT example if you want.

Of course! It will be perfect to have some examples on glu.

>
> For geometry shaders you would have to implement the tessellation
> yourself, I guess. The main advantage would be speed, I would imagine,
> though some actual benchmarking would be nice. I have no experience
> with geometry shaders either, so I can't vouch for how easy/fast such
> an implementation would be.

I implemented some algorithms on my G80, like convolution filter, they
work pretty fast compared to cpu based implementations(10-20x). Since
we will be free of vertex transfer overhead from cpu to gpu when using
geometry shaders, gpu based tesselation  would run, as I guess, times
and times faster than cpu based tesselation. (when thinking of at
average ~70 stream processors working on tesselation in parallel [for
my case: 8800gts has 96 stream processors total ])

This topic can become an interesting thing to work on, anyone having
any news on this topic pls keep us posted.

/emre
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