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Comments (5)

eile avatar eile commented on August 14, 2024

@egparedes @bilgili FYI

from livre.

eile avatar eile commented on August 14, 2024

Decomposition strategy

Based on visible rendering set

Select all visible nodes, and then split them according to range.

Pros:

  • Good rendering load balance

Cons:

  • Artefacts in async mode until all is loaded (e.g. overlapping blocks between channels)
  • More IO, since blocks shift from node to node

Based on tree layout

Statically partition the octtree according to the position and size of the brick in its level

Pros:

  • Less IO, each node has a well-defined region of responsibility
  • No rendering artefacts in async mode

Cons:

  • Imbalance in rendering (Nodes away from the POV render less data and lower LOD)

from livre.

eile avatar eile commented on August 14, 2024

@egparedes: orderFrames in a219d44 has to be implemented correctly with the convex rendering sets.

from livre.

eile avatar eile commented on August 14, 2024

Sub-decomposition of non-convex rendering subsets

Equalizer API

New:

Channel::framePass( const RenderContext& ctx ) [name TBD]
Add tasks to RenderContext
Default impl: call clear, draw, readback as given by ctx.tasks and getOutputFrames()
Livre impl: call Super::framePass( ctx.subRange( )) for each convex set

Changed:

Channel::_frameTiles refactor into tile fetch logic and new framePass( ctx ) method

from livre.

egparedes avatar egparedes commented on August 14, 2024

A first draft of the multipass implementation in Equalizer can be reviewed here: https://github.com/egparedes/Equalizer/tree/multipass

Right now, it is only working in the trivial case with only one local process, but the refactoring itself should be more or less finished.

from livre.

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