Hi Andrew,

I'd recommend breaking your dataset into chunks of vertices, ideally
spatially segmented, with each chunk a seperate osg::Geometry
containing a single DrawArrays.  You should use VBO's on these
geometries (see osg::Drawable header for details) and play around with
how many vertices per geometry provides the maximum throughput.

I've worked with over 10 million vertices these way at interactive
speeds.  Once you get to to around this number you won't be able to
fit all the data on graphics card so it'll have to start paging the
data in from main memory - this is where having bite sized chunks will
make all the difference to performance.

I did try paging the data but found that the DatabasePager had to be
set up to download the data to GPU as quickly as possible, rather than
get it to try and achieve a constrant frame rate, as the big chunks
take too long to download otherwise.  If you can get away with not
using PagedLOD then you'll probably find things work just fine.

Robert.

On 7/3/06, Andrew Weitz <[EMAIL PROTECTED]> wrote:
Robert,

At the OSG course in May, I asked Don about displaying huge amounts of
point data.  He recommended I write you an email because he's seen you
do cool things with point clouds in the past.

I currently create point clouds by passing a vertex array to a geometry
and adding a GL_POINTS primitive set.  I create IVE files of point
clouds, each with about 25,000 points.  These get added to my scene
graph as paged LODs.  The problem is that when my point count gets up in
the several hundred thousand range, visualization becomes much too slow.
I'd like to be able to view millions of points if possible.

Do you have any recommendations for displaying huge amounts of point
data?

Thank you!

Andrew
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