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Mesh ArrayHi
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 ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
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Re: Mesh Array> 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 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 ____________________________________________________________________________________ ¡Buscá desde tu celular! Yahoo! oneSEARCH ahora está en Claro http://ar.mobile.yahoo.com/onesearch ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
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Re: Mesh ArrayEvan 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 ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
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Re: Mesh ArrayWell, 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 > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > K3d-development mailing list > K3d-development@... > https://lists.sourceforge.net/lists/listinfo/k3d-development > -- Sent from Gmail for mobile | mobile.google.com ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ K3d-development mailing list K3d-development@... https://lists.sourceforge.net/lists/listinfo/k3d-development |
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