Difference between revisions of "HanProgressReportSep08"
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(New page: UP ==== TODO ==== * PRELOADING - preload data: load as much data as possible before starting playing, to fully utilize memory cache. - make sure to correctly...) |
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o new rendering algorithm: need to manage multi bricks overlaps with several bricks! | o new rendering algorithm: need to manage multi bricks overlaps with several bricks! | ||
* time-series multivolume rendering - need to handle multi timesteps | * time-series multivolume rendering - need to handle multi timesteps | ||
+ | |||
+ | * WRITEUP | ||
+ | * contribution, introduction | ||
+ | * related work | ||
+ | - mipmap | ||
+ | - large scale data management | ||
+ | - ? | ||
+ | * system architecture | ||
+ | - | ||
+ | * result/performance | ||
+ | - introduction of CAVE | ||
+ | * future work | ||
+ | * conclusion |
Revision as of 13:46, 8 September 2008
TODO
- PRELOADING
- preload data: load as much data as possible before starting playing, to fully utilize memory cache. - make sure to correctly count the number of bricks that is being loaded at each frame - load up to level 2 from level 5 - make sure the eviction takes place on old frames
- PLUGIN
- change plugin so that initialization step takes place when "load data" is selected. Now it loads everything when opencover starts
- BUGS
- it seems there's a bug in generating mesh! find and fix it!! => decided to reimplement view frustum culling, copy from a tutorial..
- THINKABOUT
- revert to memory pool instead of pixel buffer object pool.. - * re-add prefetching thread - * implement budget based algorithm
- PERFORMANCE
* measuring performance for the following step - LOADING, preload miss - # bricks loaded - # brick upper bound - meshing generation - rendering
- with preloaded data: 40~50 fps, 0.025 ~ 0.02 sec/frame - without preloading: around 10 fps, 0.1 sec/frame....:( * prefetching next frames * point of interest (check paper again)
- multi-volume support
* mesh generation - generating a mesh for multivolumes under one constraint - memory size * rendering - multi-volume rendering o new rendering algorithm: need to manage multi bricks overlaps with several bricks! * time-series multivolume rendering - need to handle multi timesteps
- WRITEUP
* contribution, introduction * related work - mipmap - large scale data management - ? * system architecture - * result/performance - introduction of CAVE * future work * conclusion