Re: [Algorithms] PVA hierarchies (was: Terrain performance etc)
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From: Lucas A. <ack...@ll...> - 2003-07-30 22:13:17
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Jonathan Blow wrote: >Mark Duchaineau wrote: > > > >>For a huge computational >>fluid dynamics isosurface representing the mixing boundary >>of two gases undergoing violent (explosion-induced) >>turbulence, i.e. a REALLY nasty surface, I am getting >>a solid 100M tri/sec with essentially no CPU work >>per frame (from the app anyway -- I can't speak for >>the drivers). This surface has depth complexity 50 >>on average, so I really need to minimize the window size >>to get this performance (we haven't gotten the >>occlusion culling for this finished yet -- that's >>another big project!). >> >> > >That sounds really cool, actually. Are you able to share this >data set? I'd like to do some experiments with something >like that. > > -Jonathan. > > > I'm not informed as to its availibility (and have learned not to ask certain kinds of questions around here). There are a couple pages with some background info and lots of pictures: http://www.llnl.gov/CASC/asciturb/simulations.shtml and movies: http://www.llnl.gov/CASC/asciturb/movies.html It's one monster of an isosurface. Mark does have a butchered version that can be rendered (static LOD chunk hierarchy) in realtime on a laptop. -Lucas |