071204 / GPU Only II previous | next Got some very rough painting with CFD prototypes working... Hybrid Adaptive Grid and Particle Based CFD I'm still working out the details of the new GPU only engine through some rough prototyping which will converge into the finished engine. Initial tests of drawing with simple point emitters into a CFD grid have shown promising results. Looks like the story will end with some coupling of my previous particle based physics/CFD engine with a grid based CFD which will be used for drawing. One thing is for sure, I'm going to be using a view/detail adaptive grid for computation which isn't going to be using any of the hardware tri-linear filtering. I'm going to try doing a single adaptive grid for both particles and drawing, but I might have to resort to my previous separate particle engine with a "fake" 2.5D CFD for screen pixels only. Either way I'm going to use the particle connectivity constrains to handle semi-rigid bodies and the compressible aspects of fluid flow. Looks like the basic fast uniform grid based CFD is always texture limited and has a very bad ALU to TEX ratio. I'm hoping I can hide most all the extra math required for my non-uniform grid in texture fetch latency. Also worked out a full design for frame remapping, fully dynamic L-system tree, and occlusion culling (using L-system tree pruning) all on the GPU with no CPU work other than setting up drawing calls. Dynamic allocation was tough to solve. Ultimately I decided upon a method very similar to the histo-pyramids method by Gernot Ziegler. My concept uses two histograms and requires an extra mipmap expansion pass (mipmap generation in reverse). I had to accept one problem however, in the case where I have more new nodes than free nodes available in the free node cache, there is a random pruning of new nodes to fill the free nodes. I'm trying to see if I can adjust so the random pruning removes largest Z nodes first... Lots more work to go... | Atom ©2008/2007 Timothy Farrar Latest Blog Entries 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
Elsewhere andrew selle adrian crook alex champandard angelo pesce aras pranckevicius benjamin hanson brian karis cedrick collomb christer ericson chris hecker cort stratton craig reynolds dave moore david lenihan davide pasca ignacio castano jeremy shopf jonas risbrandt ke-sen huang marco salvi mike acton mingw nick porcino oss pete shirley pierre terdiman pixar papers realtime rendering ron fedkiw tom forsyth vincent scheib wolfgang engel All Blog Entries 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install 080108 . 2008 071207 . G84 071204 . GPU only 2 071130 . GPU only 071126 . opt+more 071121 . deferred 3 071116 . deferred 2 071115 . critic 2 071112 . critic 071108 . GPU assembly 2 071104 . GPU assembly 071103 . random shots 071031 . cubemap seams 071026 . transform feedback 071025 . motion cards 071024 . GS woes 071019 . cubemap woes 071015 . drawing reverse II 070930 . porting to sm3.0? 070926 . drawing in reverse 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th 070822 . new pipeline progress 070819 . high dynamic range 070818 . DFES 070817 . video update 070816 . CFD videos 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070730 . CFD code 070715 . self healing 070713 . micro impostors 070712 . fragment raytracer 070711 . infinite LOD 070710 . graphics engine intro 070709 . 3D audio / KEMAR 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth 070702 . market research
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