Mesh Array

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Mesh Array

by Evan Lezar :: Rate this Message:

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Hi

I had a look at the MeshArray plugins (1D, 2D, 3D) and see that they are still using the legacy mesh structures - I have started work on converting them to the new mesh structures so as to implemente them in CUDA.  The process is reasonable straight forward - however it would be great if someone could give me a quick rundown as to what should happen in k3d::legacy::deepcopy?  I assume that the contents of the Input are effectively added to the output mesh (otherwise it escapes me how anything other than the points are actually modified).

Anything that would clarify this would be much appreciated.

Thanks
Evan

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Re: Mesh Array

by hoako :: Rate this Message:

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> I had a look at the MeshArray plugins (1D, 2D, 3D) and see
> that they are
> still using the legacy mesh structures - I have started
> work on converting
> them to the new mesh structures so as to implemente them in
> CUDA.  The
> process is reasonable straight forward - however it would
> be great if
> someone could give me a quick rundown as to what should
> happen in
> k3d::legacy::deepcopy?  I assume that the contents of the
I haven't gone deep into the code. But I guess that should be similar to python deepcopy.
The old legacy mesh used pointers a lot.
Edges pointing to edges... so on

Check this old tutorial and you will see how it was.
http://www.k-3d.org/wiki/Legacy_Mesh_Source_Plugin_Tutorial

> Input are
> effectively added to the output mesh (otherwise it escapes
> me how anything
> other than the points are actually modified).
>
> Anything that would clarify this would be much appreciated.
>

Cheers!
Joaquín


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Re: Mesh Array

by Timothy M. Shead :: Rate this Message:

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Evan Lezar wrote:
> I had a look at the MeshArray plugins (1D, 2D, 3D) and see that they
> are still using the legacy mesh structures - I have started work on
> converting them to the new mesh structures so as to implemente them in
> CUDA.  The process is reasonable straight forward - however it would
> be great if someone could give me a quick rundown as to what should
> happen in k3d::legacy::deepcopy?  I assume that the contents of the
> Input are effectively added to the output mesh (otherwise it escapes
> me how anything other than the points are actually modified).
Correct, k3d::legacy::deepcopy() "appends" one mesh to another.  
k3d/modules/mesh/merge_mesh.cpp is doing the same thing with the new
API.  Clearly we need to capture this functionality in a similar API.

FWIW, I don't think that MeshArray is a good use-case for CUDA - for
starters it's a modifier, not a source.  Second, it basically just makes
offset copies of its inputs, so it seems like a worst-case scenario for
performance - lots of memory, very little computation.  Third, it
requires special strategy objects to define what the offsets will be -
unfortunately, you can't just precompute some offset and pass it to the
GPU, offsets can vary based on their position within the array.  Or am I
missing some conversation?

Cheers,
Tim

--
Timothy M. Shead, K-3D founder
http://www.k-3d.org



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Re: Mesh Array

by Evan Lezar :: Rate this Message:

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Well, this is my fault. Had a rough day yesterday and started getting
confused between meshArray and polyGrid. My bad.

evan

On 8/13/08, Timothy M. Shead <tshead@...> wrote:

> Evan Lezar wrote:
>> I had a look at the MeshArray plugins (1D, 2D, 3D) and see that they
>> are still using the legacy mesh structures - I have started work on
>> converting them to the new mesh structures so as to implemente them in
>> CUDA.  The process is reasonable straight forward - however it would
>> be great if someone could give me a quick rundown as to what should
>> happen in k3d::legacy::deepcopy?  I assume that the contents of the
>> Input are effectively added to the output mesh (otherwise it escapes
>> me how anything other than the points are actually modified).
> Correct, k3d::legacy::deepcopy() "appends" one mesh to another.
> k3d/modules/mesh/merge_mesh.cpp is doing the same thing with the new
> API.  Clearly we need to capture this functionality in a similar API.
>
> FWIW, I don't think that MeshArray is a good use-case for CUDA - for
> starters it's a modifier, not a source.  Second, it basically just makes
> offset copies of its inputs, so it seems like a worst-case scenario for
> performance - lots of memory, very little computation.  Third, it
> requires special strategy objects to define what the offsets will be -
> unfortunately, you can't just precompute some offset and pass it to the
> GPU, offsets can vary based on their position within the array.  Or am I
> missing some conversation?
>
> Cheers,
> Tim
>
> --
> Timothy M. Shead, K-3D founder
> http://www.k-3d.org
>
>
>
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