236 reputation
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bio website abtsoftware.co.uk
location London, United Kingdom
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visits member for 1 year, 11 months
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Dr. Andrew Burnett-Thompson
Director, ABT Software Services Ltd

Owner of SciChart, a high performance WPF / Silverlight Chart

Follow me on Twitter @abtsoftware

About

Passionate about high performance software (C#, WPF, Silverlight, WP7), algorithms (C, C++) & visualization (DirectX, OpenGL) in scientific, banking and trading systems.


Sep
24
awarded  Autobiographer
Jun
24
awarded  Popular Question
Mar
30
awarded  Popular Question
Feb
23
awarded  Notable Question
Jan
1
awarded  Yearling
Sep
19
comment Fastest way to render lines with AA, varying thickness in DirectX
Hi ErcGeek, Sorry I'm unable to share the final solution as this information is proprietary to my company. Although the examples and suggestions above put us on the right track. All the best!
Sep
18
awarded  Nice Question
Jun
24
awarded  Popular Question
Feb
21
comment Proper use of Dynamic Vertex Buffers for rapid update
let us continue this discussion in chat
Feb
21
comment Proper use of Dynamic Vertex Buffers for rapid update
So Discard -> means "wait until previous buffer is drawn before re-mapping" or does it mean "cancel drawing and start again" ? Thank you for helping on this API nuance!
Feb
21
comment Proper use of Dynamic Vertex Buffers for rapid update
Thanks!! I'll give this a try. I assume Unmap causes a flush so perhaps now I can breause strategies with mapping/unmapping and multiple VBs to keep the GPU pipeline humming
Feb
21
accepted Proper use of Dynamic Vertex Buffers for rapid update
Feb
21
comment Proper use of Dynamic Vertex Buffers for rapid update
Hi Maik, i already have an extremely fast and high quality dataset reduction algorithm. However there are some cases where this cannot be used, e.g. Medical or defence often requires that everything is displayed. So please, if you have an idea about overwrite / no overwrite do share it!
Feb
20
comment Proper use of Dynamic Vertex Buffers for rapid update
I should add, some data is particularly hard to downsample without loss of quality. In a game loss of quality is ok, in a scientific chart it is unacceptable!
Feb
20
comment Proper use of Dynamic Vertex Buffers for rapid update
You're right, there are only so many pixels, but as I mentioned with the sheer volume of data, the fastest processor available is the GPU. Try iterating over 10M x,y points as they're coming in and even reducing that dataset. In actual fact datasets can be much larger (100s of millions) so optimizing the drawing is a worthwhile step.
Feb
20
awarded  Scholar
Feb
20
accepted SharpDX (DirectX) - possible to measure Frame time?
Feb
20
comment Fastest way to render lines with AA, varying thickness in DirectX
Marking as answer, as although I'm not using texture load, you presented a real OpenGL example which could draw lines on a pixel shader and put us in the right direction!! :)
Feb
20
accepted Fastest way to render lines with AA, varying thickness in DirectX
Feb
20
comment Proper use of Dynamic Vertex Buffers for rapid update
Ok so question, if my vertex buffer is size N and I need to draw N+1 can I do this: ... 1-Map, 2-Append N vertices, 3-Draw, 4-Unmap, 5-Map, 6-Append M vertices, 7-Draw, 8-Unmap ... with no flushes and it will just automagically work?