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bio website abtsoftware.co.uk
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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.


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?
Feb
20
comment 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!
Feb
20
asked Proper use of Dynamic Vertex Buffers for rapid update
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
Jan
21
comment 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.
Jan
21
revised 2D Line drawing with Pixel Shaders
added 317 characters in body
Jan
21
awarded  Commentator
Jan
21
comment 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!
Jan
21
revised Fastest way to render lines with AA, varying thickness in DirectX
added 9 characters in body