POV-Ray : Newsgroups : povray.off-topic : WebGL : Re: WebGL Server Time
28 Jul 2024 04:25:42 EDT (-0400)
  Re: WebGL  
From: scott
Date: 21 Jun 2016 06:58:55
Message: <57691def@news.povray.org>
>> If it doesn't work on your GPU try reducing the number of SAMPLES (at
>> the top of BufferA). The end result will be the same, it will just look
>> a bit worse whilst rotating the camera.
>
> You'll be unsurprised to hear that this breaks Opera.

What GPU do you have? Have you tried this Chrome or IE?

> Looking at some of the stuff people have done, you wonder why this
> amazing tech isn't in games...
>
> ...and then you realise it doesn't scale to non-trivial geometry. I'm
> still figuring out how the GPU actually works, but it *appears* that it
> works by executing all possible code paths, and just turning off the
> cores that don't take that branch.

Yes, that's how I understand it too. Writing this:

if(some_condition)
  DoA();
else
  DoB();

Runs the same speed as this:

DoA();
DoB();

For "small" scenes though, this is still orders of magnitude faster than 
it would ever run on a CPU.

> That's find for 4 trivial primitives;
> I'm going to say it doesn't scale to hundreds of billions of objects.
>
> Pity. It would be so cool...

I suspect if you started to modify and optimise the hardware to cope 
better with more dynamic branching and recursion etc, you would end up 
back with a CPU :-)


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