Thanks for pointing that out... I keep forgetting to fix my reply in plain
text...   Now this would explain why Robert did not respond... and all this
time I thought it was because I made him upset.   ;)

On a side note... I really really really... hope that the client code will
not have to break up the rendering into subsections like suggested in the
threaded building blocks document from intel.


----- Original Message ----- 
From: Cedric Pinson
To: OpenSceneGraph Users
Sent: Thursday, June 26, 2008 4:33 PM
Subject: Re: [osg-users] multi threaded with slave camera and fbo


Your mails are black so i need to select the test to read it. Anyway i
am interested by all result you have. If you can post them

Cedric

James Killian wrote:
>
> I too find some interesting issues with this thread. :)
>
> Robert,
> This proposal you mention for 2.6 will it help balance the cpu
> workload against the  gpu I/O bottleneck?
>
> I've been doing some osg performance benchmark research on thread
> synchronization using the Intel Threaded compiler, and so far the
> results are looking really good except for a 26% over-utilization due
> to sleeping.  I do want to say awesome job to those responsible for
> threading, the amount of critical section use looked very good!  All
> the worker threads also had good profiling results.
>
> The ultimate test I want to try today deals with an intentional GPU
> bottleneck... where I have a quadcore that pipes graphics out a PCI
> graphics card.  If anyone is interested I'll post these test results.
> I know now that using a quad core there is lack of parallelization
> (e.g. 25% 85% 15% 15%), but that is a different battle for a different
> time.
>
> I do want to get to the bottom of the profiling and determine how well
> the workload is balanced against the gpu i/o, and see if there is some
> opportunity for optimization here.
>
>
>
>     ----- Original Message -----
>     *From:* Robert Osfield <mailto:[EMAIL PROTECTED]>
>     *To:* OpenSceneGraph Users
>     <mailto:[email protected]>
>     *Sent:* Thursday, June 26, 2008 7:06 AM
>     *Subject:* Re: [osg-users] multi threaded with slave camera and fbo
>
>     Hi Guys,
>
>     I've just skimmed through this thread.  Interesting issues :-)
>
>     Wojtek explanations of the double buffered SceneView is spot on, in
>     this case leading to two FBO's,  Creation of two FBO's for RTT is
>     something I've been aware of since the inception of the
>     DrawThreadPerContext/CullThreadPerCameraDrawThreadPerContext, but as
>     yet haven't had the opportunity to refactor the code to avoid it.
>
>     The problem actually stems from the reuse of SceneView to do something
>     that it was never intended to handle, and in terms of osgViewer
>     implementation SceneView was used simply because it was the line of
>     least resistance i.e. it worked and code be adapted to help speed up
>     the implementation of osgViewer, and mostly it's actually worked out
>     ok, the stop gap has worked out pretty well.
>
>     However, it has always been my plan to rewrite the osgViewer::Renderer
>     so that it doesn't use SceneView at all, let alone double buffering
>     them, instead it's my plan to use a single CullVisitor which
>     alternately populates double buffered RenderStage.   This approach
>     would be far leaner and less obfusticated, and we should be able to
>     clean up some of the artefacts as well.   The downside is by not using
>     SceneView we'll loose all the stereo rendering support, so instead
>     we'll need to refactor osgViewer so that stereo rendering is done at
>     the viewer level i.e. using slave cameras - this means more coding
>     work, but the actually end result would be far better both design wise
>     as well as in flexibility and performance.
>
>     I just need to time to go off and do this work, I might be able to get
>     it done for 2.6, but spare time certainly isn't something that I'm
>     blessed with right now.
>
>     Robert.
>     _______________________________________________
>     osg-users mailing list
>     [email protected]
>     <mailto:[email protected]>
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>

-- 
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED]
http://www.plopbyte.net


_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to