Hi Markus,

> my Hardware at home is not the best  for testing
> this (AGP8x, 7600GS) , 
> but soon I will try get a new system with 2x 8800GT
> and a mainboard with 
> 750i SLI Chipset. Today I can only render 512x512,
> else the framerate  
> is going down under 10 Hz. It should run much faster
> on a new system.
I do not know exactly why, but actually the framerate
shouldn't be so slow. In my current project
implementation (Mipmaps for Heightfield Intersection
which is also on the homepage under I3D08) I have used
the full set of PPUs again (Depth Of Field + HDR +
extra Set to compute the Mipmap for the algorithm + to
compute the normal map for the heightmap on the fly)
and the performance never falls under 100Hz (when only
simple things are visible) 

Unfortunately the osgPPU example does run only with
50Hz and has only a small subset of PPUs on the same
machine. I think there is something wrong with vsync
or other settings, because actually it should be much,
much, much faster. In all the other projects I have
used GLFW to open the window, maybe this has some
advantages, I do not know. (changing the vsync
settings in the driver doesn't help)

 
> When using the osgPPU lib for applications, it seems
> for me that a 
> little bit training is required to get predictable
> and good results when 
> combining and reusing lots of units. I tried to
> change/animate some 
> parameter/uniforms to find out how it works.
> Changing some of the 
> PP-Unit's index was a funny experiment.

Yeah, I understand that fact. It is not really clear
in the beginning how to use them. But after you get
familar with it, it is much much easier (whener there
are no bugs in the ppu implementation) to create nice
effects. Even more I have used them also for GPGPU,
like I mentioned before to precompute the dataset for
the algorithm and to compute normal map from the
heightfield data. 


> Hmm, it was not difficult to get your lib built and
> running, but I'm 
> affraid that I have to study about "Light Physics"
> first, before I can 
> contribute to implement such Effects like "Eikonal
> Rendering".  At the 
> moment , unfortunately there is not enough time for
> starting advanced 
> stuff  because of job and family. I just try to
> follow the current 
> osg-development.
I see. No problem. Eikonal Rendering has not to be
implemented, I just want to include some more specific
stuff for which ppus are ideal. For example Deferred
Lighting is that what the ppus are really good for.


> For making users more familiar with osgPPU, maybe
> there is  a need for a 
> GUI application - like a "osgPPU Browser" with
> embedded osg-viewer. I 
> can try starting such Project after work for learnig
> more about uses of 
> osgPPU. Personally, I think that interactive control
> and animation of 
> shader parameters, unit index etc. could be helpful
> for osgPPU users 
> under application development.
I have one guy here at the institute, who has created
such a gui while ago. He has created this for his own
purpose, but as I saw that, I thought directly: "Wow,
how that guy knows that this is really what I have
looked for ;-)" I'll ask him, if it is possible to
reuse his software.

But you are right, at least a browser of ppus is
needed to just be able to have an overview over the
ppu pipeline which is currently used. Take a look into
PostProcess.cpp and change #define DEBUG_PPU to 1 and
you can get output how the pipeline is looks like
while rendering. It is not the best, but good to
debug.



Best,
Art



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