Search found 2545 matches

by tuan kuranes
Wed Nov 28, 2012 4:59 pm
Forum: Ogre 2.0+
Topic: Ogre 2.0 doc (slides) - Updated 1st dec 2012
Replies: 84
Views: 54802

Re: Ogre 2.0 doc (slides)

My above post about more smaller components and separated stage is about the Data Oriented Design part which is not about performance, but about Design, as in leading to simpler, smaller code, each directly and only related to data it controls, which I didn't found in the slides. wrote: Couple of th...
by tuan kuranes
Tue Nov 20, 2012 11:49 am
Forum: Ogre 2.0+
Topic: Ogre 2.0 doc (slides) - Updated 1st dec 2012
Replies: 84
Views: 54802

Re: Ogre 2.0 doc (slides)

great work. As Ogre Core source code is a huge and complex monster, I would add re-factoring it into small modules prior to any other work extending the plugin system to core code. pros faster recompilation benchmark new version of module against old module is easy. Unit/visual testing/comparison fo...
by tuan kuranes
Thu Aug 23, 2012 8:21 am
Forum: Google Summer Of Code
Topic: Fixing the big commit of the "Volume Rendering" project
Replies: 24
Views: 10465

Re: Fixing the big commit of the "Volume Rendering" project

Not sure to get what's the problem. That file won't change much, so not many version of a 70mb file. What's 70mb on a HDD now, even multiple times ? Imho, Samples and media should even be much bigger with the most possible samples and demos... even including wiki tutorials for example (would help ke...
by tuan kuranes
Fri Jun 15, 2012 1:56 pm
Forum: General Discussion
Topic: CHC octree scene manager Release & Hybrid spatial Tree i
Replies: 59
Views: 21942

Re: CHC octree scene manager Release & Hybrid spatial Tree i

@plunderbunny: Did you read the CHC papers ? that sure is mandatory prior to any work. Anything related to occlusion culling, you'll have to do it by yourself, no plug&play here. Forum search gives this post: http://www.ogre3d.org/forums/viewtopic.php?p=418666#p418666 for a list of explanations/pape...
by tuan kuranes
Fri Jun 15, 2012 10:03 am
Forum: General Discussion
Topic: CHC octree scene manager Release & Hybrid spatial Tree i
Replies: 59
Views: 21942

Re: CHC octree scene manager Release & Hybrid spatial Tree i

@plunderbunny: no debug visualisation ? is that a culling camera or a normal one ("debug camera" used to check other camera oclusion)? what gives wireframe ? etc. Really CHC is a complex thing, not at all plug&play and need you to be able to establish diagnostic. Best read the CHC paper, then make a...
by tuan kuranes
Thu Jun 14, 2012 3:56 pm
Forum: General Discussion
Topic: CHC octree scene manager Release & Hybrid spatial Tree i
Replies: 59
Views: 21942

Re: CHC octree scene manager Release & Hybrid spatial Tree i

@plunderbunny: not enough description from screenshot (what culling there?) or error (need at least full stack). @Cooncat: addRenderable( SpatialTreeNode ) bug no idea out of the box. perhaps related to debug view or something ? no other occlusion opensource ogre related culling that I know, but rea...
by tuan kuranes
Wed Apr 04, 2012 2:43 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

Do you think DOD alone will compensate enough performance-wise without multi-threading? yes, shorty is memory access cost much more than brute force cpu computations nowadays, see dod the slides for more details. Another question, this may be implicit in your third area of focus, but when storing t...
by tuan kuranes
Tue Mar 27, 2012 1:41 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

Any comments and input on the proposal are greatly appreciated, though. Still very rough planning you have there, main focusing point should be : - unless you plan to finish the hybrid spatial tree, either specify what spatial tree type you'll be using (loose octree is really not suited for visibil...
by tuan kuranes
Fri Mar 23, 2012 2:27 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

I have a better idea of where his code left off I can help you there: prototypal level is where it was, not production ready. On hybrid tree => was needing ogre core change. On CHC => removing experimental occlusion/occluder/occludee and better debugging (notably more/better debugging view) Read al...
by tuan kuranes
Fri Mar 23, 2012 10:17 am
Forum: Developer talk
Topic: 'Tindalos' (Ogre v2.0) SceneManager redesign
Replies: 190
Views: 75863

Re: 'Tindalos' (Ogre v2.0) SceneManager redesign

here's my 2 cents, which would be the way to solve performance, maintainability problem while keeping flexibility of current architecture: Idea would be making ogre having entirely decoupled "stages", each stage being one or more plugin: User Side : user update its transform(s) tree(s) and that fill...
by tuan kuranes
Fri Mar 23, 2012 9:04 am
Forum: General Discussion
Topic: CHC octree scene manager Release & Hybrid spatial Tree i
Replies: 59
Views: 21942

Re: CHC octree scene manager Release & Hybrid spatial Tree i

Line 7 (the assert) here fails: http://pastie.org/3652742 means that somehow you're either: - trying to redo occlusion culling on a camera + rendertarget combination that has already been culled. - missed a frameid update I tried commenting out the assert, then I get a breakpoint on line 12 here Th...
by tuan kuranes
Wed Mar 21, 2012 6:26 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

It would be awesome to have VFC, CHC++, and HZB as separate implementations that could be used depending on the scene specifics That would is another gsoc subject, http://www.ogre3d.org/tikiwiki/Help+Requested#Scene_Manager:_Hybrid_tree allowing the traversal to be tree implementation agnostic, and...
by tuan kuranes
Wed Mar 21, 2012 4:47 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] Volume Rendering with LOD aimed at terrain
Replies: 314
Views: 89308

Re: [GSoC 2012] Volume Rendering with LOD

Did you check PolyVox work http://www.ogre3d.org/forums/viewtopic.php?t=27394 ?
Could you build upon it to deliver improvements or help ogre integration ?
by tuan kuranes
Wed Mar 21, 2012 4:43 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

My idea is to craft some type of a genetic algorithm that would try different orderings of the queue and then assign fitness values based upon which ones performed the best, trying to over time approach an optimal solution. If you guys think this is something worth pursuing I will happily do more r...
by tuan kuranes
Wed Mar 21, 2012 4:18 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

Well, refactoring ogre render pass code is not for its own sake but Ogre 2.0 Tindalos oriented, with its own very goals. CHC++ would just be a "use-case" of the new architecture, rather than its goal, and would even finish as a plugin or user-side, as it's not useful for all Ogre application, but on...
by tuan kuranes
Wed Mar 21, 2012 2:32 pm
Forum: Google Summer Of Code
Topic: [GSoC 2012] CHC++
Replies: 40
Views: 52780

Re: [GSoC 2012] CHC++

CHC++ does indeed give good results, at a very high cost => code complexity. Ogre current code is already hugely complex on that part (scene+batch+multi-rendertarget/shadow pass). That's why serious refactoring was planned before seriously adding an even more complex render path. (it adds a per came...
by tuan kuranes
Wed Mar 21, 2012 2:21 pm
Forum: General Discussion
Topic: CHC octree scene manager Release & Hybrid spatial Tree i
Replies: 59
Views: 21942

Re: CHC octree scene manager Release & Hybrid spatial Tree i

VS2005 + ogre 1.4 = > VS2010 + Ogre 1.8... that would indeed needs changes.
Best checkup ogre wiki page on change from version to version (addRenderable(Ogre::Renderable *) is there for sure), and then visual studio compiler changes from 2005 to 2010
by tuan kuranes
Sun May 15, 2011 9:00 am
Forum: Developer talk
Topic: Proposed enhancement for skeletal animation
Replies: 13
Views: 10950

Re: Proposed enhancement for skeletal animation

Nice idea, several times asked ! Someone even solved particular problem on the forum a while ago, and ended using multiple skeleton, each with its own base pose, and one entity instance per skeleton, and seamlessly switched entity for each different skeleton if anim had different poses, which was fa...
by tuan kuranes
Fri May 13, 2011 10:50 am
Forum: Help
Topic: SSE optimization for vector and matrix math in Ogre?
Replies: 21
Views: 3843

Re: SSE optimization for vector and matrix math in Ogre?

@Assaf Raman: There's a problem with the bench project : seems the only difference between "scalar" version and "sse" version is just /SSE2 compiler flags... So you ended up benchmarking the compiler flags there. ( So You'll get that kind of perf gain even if you compile all Ogre with /sse2 flag. (a...
by tuan kuranes
Thu May 12, 2011 10:23 am
Forum: Help
Topic: SSE optimization for vector and matrix math in Ogre?
Replies: 21
Views: 3843

Re: SSE optimization for vector and matrix math in Ogre?

@syedhs Vector3 and Quaternion all belong to the instance (Node) so it is not possible to do that Vector3 and Quaternion can still belong, but being pointers from a continous stack allocated at beginning. And in TransformationQueue you would just refer to those pointers ? @Assaf Raman imho calling r...
by tuan kuranes
Thu May 12, 2011 5:50 am
Forum: Help
Topic: SSE optimization for vector and matrix math in Ogre?
Replies: 21
Views: 3843

Re: SSE optimization for vector and matrix math in Ogre?

In order to get good benefits from any SSE AVX intrinsics there is some pre-work to do : make sure compuation optimized by assembly are redisgned with "Data Orientation Design" (DOD) in mind. So, I'm with Xavier here : "unless the data actually is "streaming" (meaning, lots of it, preferably in cont...
by tuan kuranes
Wed Apr 20, 2011 8:01 am
Forum: Help
Topic: Cannot find or open the PDB file
Replies: 1
Views: 3216

Re: Cannot find or open the PDB file

without pdb you won't be able to debug each module/dll listed.
Check where you built ogre, and try to find *.pdb in the folder. Copy them in your exe folder...(remember to do it each time you recompile ogre, or make a postbuild rule so that it's automatic)
by tuan kuranes
Wed Apr 20, 2011 7:57 am
Forum: Help
Topic: Cmake for 64bit build of Ogre
Replies: 12
Views: 1787

Re: Cmake for 64bit build of Ogre

1) yes.
2) using cmake gui => make sure you delete cmake cache, then hit configure, the from the compiler list pop up, choose "visual studio 2008 64 bits." If it's not in the list, you don't have the 64 bits compiler (try installing windows sdk)
by tuan kuranes
Wed Apr 20, 2011 7:51 am
Forum: Help
Topic: Ogre compile warnings with /W4
Replies: 3
Views: 228

Re: Ogre compile warnings with /W4

W4 is nice and all, but gives a lot of false positives, which makes it hard to maintain if not done from the start and by all code maintainers (ogre patch tracker has seen some W4 patches) You can still use it in your code, just use guarding headers around ogre include with pragma (push/disable/pop)...