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Since you guys already compute the BVHs on the GPU, what is the barrier to radeon rays creating meshes from GPU-sourced data?
It is a little bit bothersome that for initially GPU resident data would have to be pulled down to the CPU and re-uploaded to the GPU with the current API (or mapped, but there is often little mappable memory, its slower and it will still rely on the driver+CPU or DMA engine to move it across).
The fact that the createMeshes call is blocking is also bothersome, could we get a non-blocking version?
Finally, such an approach could save memory as a duplicate set of vertex positions would not need to be kept between i.e. OpenGL/Vulkan and Radeon Rays. Note: I understand that unless your BHV approach sorts the actual vertices according to the hierarchy instead of some index list.
The text was updated successfully, but these errors were encountered:
This would actually help address #163 since for example in the case of skinned meshes, I could write out my skinned vertex positions to VK/GL buffers via SSBO from shader and feed them to Radeon Rays' CreateMesh
(help, not solve, CreateMesh still needs a realtime alternative UpdateMesh or something like that for faster BVH update/recreation)
devshgraphicsprogramming
changed the title
Ability to create Meshes from Buffers instead of raw CPU data
Ability to create Meshes from (GPU)Buffers instead of raw CPU data
Oct 30, 2018
Since you guys already compute the BVHs on the GPU, what is the barrier to radeon rays creating meshes from GPU-sourced data?
It is a little bit bothersome that for initially GPU resident data would have to be pulled down to the CPU and re-uploaded to the GPU with the current API (or mapped, but there is often little mappable memory, its slower and it will still rely on the driver+CPU or DMA engine to move it across).
The fact that the createMeshes call is blocking is also bothersome, could we get a non-blocking version?
Finally, such an approach could save memory as a duplicate set of vertex positions would not need to be kept between i.e. OpenGL/Vulkan and Radeon Rays.
Note: I understand that unless your BHV approach sorts the actual vertices according to the hierarchy instead of some index list.
The text was updated successfully, but these errors were encountered: