| bio | website | abtsoftware.co.uk |
|---|---|---|
| location | London, United Kingdom | |
| age | ||
| visits | member for | 4 months |
| seen | Mar 18 at 20:35 | |
| stats | profile views | 14 |
Dr. Andrew Burnett-Thompson
Director, ABT Software Services Ltd
Owner of SciChart, a high performance WPF / Silverlight Chart
About
Passionate about high performance software (C#, WPF, Silverlight, WP7), algorithms (C, C++) & visualization (DirectX, OpenGL) in scientific, banking and trading systems.
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Feb 21 |
comment |
Proper use of Dynamic Vertex Buffers for rapid update let us continue this discussion in chat |
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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! |
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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 |
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Feb 21 |
accepted | Proper use of Dynamic Vertex Buffers for rapid update |
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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! |
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Feb 20 |
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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! |
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Feb 20 |
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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. |
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Feb 20 |
awarded | Scholar |
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Feb 20 |
accepted | SharpDX (DirectX) - possible to measure Frame time? |
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Feb 20 |
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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!! :) |
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Feb 20 |
accepted | Fastest way to render lines with AA, varying thickness in DirectX |
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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? |
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Feb 20 |
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Proper use of Dynamic Vertex Buffers for rapid update Consider the use-case where you're plotting something like this: bitscope.com/software/dso/32.png and a piece of hardware is pushing data to your computer at the rate of 10M samples per second, you need to display it - then yes its easy to run into millions of new vertices per-frame! |
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Feb 20 |
asked | Proper use of Dynamic Vertex Buffers for rapid update |
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Jan 21 |
comment |
Fastest way to render lines with AA, varying thickness in DirectX Hey Will, this is one use-case, in actual fact, I'm building a flexible charting library, so worst case scenario is new random X-Y lines per frame, so Im more concerned about the fastest path to pixels, but yes, in some cases optimizing by shifting vertices is a great idea |
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Jan 21 |
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2D Line drawing with Pixel Shaders Yep, it was pretty basic stuff though (some lighting shaders, some GPGPU) and many years ago. Ok, let me look this up, and cheers again for pointing me in the right direction. |
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Jan 21 |
revised |
2D Line drawing with Pixel Shaders added 317 characters in body |
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Jan 21 |
awarded | Commentator |
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Jan 21 |
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2D Line drawing with Pixel Shaders Ok, lol. So the method in that paper requires quads are setup (rather like my current Geo-shader implementation), just the Pixel shader is used to do the soft edges? If so, I'm still interested in learning how to get info about quad vertices into the pixel shader! |
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Jan 21 |
revised |
Fastest way to render lines with AA, varying thickness in DirectX added 9 characters in body |