Re: [osg-users] question about CUDA with OSG

2013-09-18 Thread Sebastian Messerschmidt

Hi Kim,

Since you are not telling us what a Big Size of Terrain actually 
means, we cannot see where the problem lies.
Usually this is due to a poor structure of the scene graph, missing 
LODs, etc.
It also could be shader bound, e.g. your fragment shaders/tesselation 
shaders are simply doing too much.


CUDA can help with mathematically problems that can be solved using 
parallel algorithms. But usually it won't help with rendering performance.
There are some cases where it might help. For instance when your 
rendering is CPU bound in a way that you have to do a lot of 
computations before you can actually render the scene.
So improving the performance is a vague term, as you don't provide more 
information on where your bottleneck lies.


cheers
Sebastian


Hi,

First of all I am not familiar with Osg and CUDA

I implemented fIight simulation program with osg
but If I use big Size of Terrain, The performance(fame rate) of application is 
not good

So I wanna try to apply CUDA to my osg application for improving the performance

So what do u guys think about it?
Is it possible to improve the performance With Cuda?
and could u let me know How to implement to my osg application?

Thank you so much in advance  for any help :)

Cheers,
Kim

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Re: [osg-users] question about CUDA with OSG

2013-09-18 Thread Carlos Reig Matut
Hi Kim,

I agree with Sebastian. However, if you are still interested in use CUDA in
an OSG application, you can explore osgCompute library (
http://www.basementmaik.com/doc/osgcompute/html/). In addition, in the
osgCompute webpage you can find
http://www.cg.informatik.uni-siegen.de/data/Publications/2009/orthmann09osgcompute.pdf.
Maybe it is useful in order to give you a general idea.

Cheers,
Carlos


On 18 September 2013 08:43, Sebastian Messerschmidt 
sebastian.messerschm...@gmx.de wrote:

 Hi Kim,

 Since you are not telling us what a Big Size of Terrain actually means,
 we cannot see where the problem lies.
 Usually this is due to a poor structure of the scene graph, missing LODs,
 etc.
 It also could be shader bound, e.g. your fragment shaders/tesselation
 shaders are simply doing too much.

 CUDA can help with mathematically problems that can be solved using
 parallel algorithms. But usually it won't help with rendering performance.
 There are some cases where it might help. For instance when your rendering
 is CPU bound in a way that you have to do a lot of computations before you
 can actually render the scene.
 So improving the performance is a vague term, as you don't provide more
 information on where your bottleneck lies.

 cheers
 Sebastian


  Hi,

 First of all I am not familiar with Osg and CUDA

 I implemented fIight simulation program with osg
 but If I use big Size of Terrain, The performance(fame rate) of
 application is not good

 So I wanna try to apply CUDA to my osg application for improving the
 performance

 So what do u guys think about it?
 Is it possible to improve the performance With Cuda?
 and could u let me know How to implement to my osg application?

 Thank you so much in advance  for any help :)

 Cheers,
 Kim

 --
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 http://forum.openscenegraph.**org/viewtopic.php?p=56391#**56391http://forum.openscenegraph.org/viewtopic.php?p=56391#56391





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LSyM - Instituto IRTIC
Universidad de Valencia

Ph. +34 96 354 3639 -- ext. 43639
http://irtic.uv.es/lsym
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[osg-users] question about CUDA with OSG

2013-09-17 Thread Kim JongBum
Hi,

First of all I am not familiar with Osg and CUDA  

I implemented fIight simulation program with osg
but If I use big Size of Terrain, The performance(fame rate) of application is 
not good

So I wanna try to apply CUDA to my osg application for improving the performance

So what do u guys think about it?
Is it possible to improve the performance With Cuda?
and could u let me know How to implement to my osg application?

Thank you so much in advance  for any help :)

Cheers,
Kim

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56391#56391





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