[osg-users] Rendering performance gain on 2 different Systems

2010-11-09 Thread Felix Engelmann
Dear OSG Community,

I'm developing visualization software, which involves rendering of large point 
clouds. I optimized the scene graph in order to get better frame rates. In 
particular I now use osg::Geometry instead of osg::ShapeDrawable.

I tested it on 2 different machines and got different performance gains.
System 1 (Notebook): Intel Pentium-M, 1.86GHz, 1GB RAM, Intel GMA900 Chipset, 
Windows XP
System 2 (Desktop PC): Intel Core 2 DuoE8400, 3 GHz, 2GB RAM, GeForce 9500 GT, 
Windows XP
 
On System 1 the rendering is about 40% faster with the optimizations. And on 
System 2 I got a 7x higher framerate !

Now, my question is: what can be the reasons for that dramatically differnet 
performance gain? I suppose, it is because of the different OpenGL 
implementations and graphics hardware, but I don't have a clue whats really 
going on here ...
Who can give me some comprehensible explanations?

Thank you!

Cheers,
Felix

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Re: [osg-users] Visualizing 3D-Points including standard deviation

2010-08-19 Thread Felix Engelmann
Thank you for the suggestions,

I think a billboard with a gaussian texture is right what I need. 
Either a view-aligned billboard, which requires to update the width/height of 
the billboard - or a static billboard with 2 (or 3) crossing quads.

A source code example would be great! Could you ask your colleagues, please? :)

Thanks again,
Felix

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[osg-users] Visualizing 3D-Points including standard deviation

2010-08-18 Thread Felix Engelmann
Hi,
I need to visualize points in 3D, whose positions are Gauss distributed. The 
expected values and the standard deviations for each x, y and z coordinate are 
given. So, how can I do that with OSG?
I could draw a sphere (using osg::SphereDrawable) with a fixed radius at the 
center and another transparent sphere around it for visualizing the standard 
deviation. But that doesn't look nice...
What I'm looking for is some kind of 3D-radial gradient. The transparency 
should increase along the gradient accourding to the Gaussian distribution 
function.
Note, that the standard deviation can be different for each dimension.
I'm a newbie in OSG and not an OpenGL expert. Some example code would be really 
helpful.
 
Thank you

Sincerely,
Felix

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