HanProgressReportSep08
From Immersive Visualization Lab Wiki
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