Recently I have been doing some work with OpenCL and i found myself messing up with old code and re-writing most of it . At first it was interesting and quite funny but no more, so, I thought it was time to make things easier for myself and just make things reusable by creating a wrapper which would wrap most of the boring and time-consuming parts. This would be a wrapper on OpenCL for Java and/or Processing. Well, a well known guy named Mehmet “Memo” Akten has done such a wrapper in C++ for the OpenFrameworks and Cinder libraries. I have ported it to Java.
There are some problems with reading/writing from/to GL textures. For some reason it crashes on me. I have been working with JavaCL‘s author, so hopefully it will be working soon.
Hello there. Here is a new tutorial, this time about ping-pong on the gpu. I’ve been wanting to write about it for sometime, finally it’s off my todo list. Let’s get down to business. Ping-pong technique is normally used with a shader that needs it’s result as a source parameter for it’s next iteration. This is usually used in the gpu as for now it is not possible to write a program’s result to itself, so, we’ll need another equal buffer to save the current result for how next step/iteration. That was too hard?
So imagine we have 2 image buffers Image1, Image2. Usually to change data from Image1, you would simply access it and write directly back to the same positioion. Now, when we’re talking about a shader fragment program we can’t simply do that. You may ask now, what’s the solution? Ping-pong it!
Here is what i’m talking about:
//// Initialization//int W =100;int H =100;
ImageArray =newint[2][W*H];int CurrActiveBuffer =0;// Current active buffer index//// Mainloop//for(int j=0; j<H; j++){for(int i=0; i<W; i++){// ERROR! Write to same buffer. Not possible in gpu shader//Image1[i+j*W] = Image1[i+j*W] * 2; // Mul by 2// Ping-pong versionint src = CurrActiveBuffer;// Current active buffer (Input)int dest =1-CurrActiveBuffer;// Back buffer (Output)
Image1[dest][i+j*W]= Image1[src][i+j*W]*2;// Mul by 2}}// Swap back and front buffers (read becomes write and vice-versa)
CurrActiveBuffer =1-CurrActiveBuffer;// CurrActiveBuffer ? 0 : 1;
As you can see we start with buffer 0. That’s where we get out data from (read) and write it to Buffer 1. Once the operation is done, we swap buffers and so on. This way we’ll be able to use last iteration’s data as input for the next iteration.
Now let’s put this in OpenGL way. I will be using a FrameBufferObject (FBO) and 2 textures here. The framebuffer will be holding to both textures as 2 Color Attachments. So let’s get coding:
//// Initialization//int W =100;int H =100;int FboID;int TexID[2];int CurrActiveBuffer =0;// Current active buffer index// Create the frambuffer
glGenFramebuffersEXT(1, &FboID );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, FboID );// Create 2 textures for input/output.
glGenTextures(2, TexID );for(int i=0; i<2; i++){
glBindTexture( GL_TEXTURE_2D, TexID[i]);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, W, H, 0, GL_RGBA, GL_FLOAT, NULL);if( _hasMipmapping ) glGenerateMipmapEXT( GL_TEXTURE_2D );}// Now attach textures to FBOint src = CurrActiveBuffer;int dest =1-CurrActiveBuffer;
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, TexID[src], 0);
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT1_EXT,
GL_TEXTURE_2D, TexID[dest], 0););//// Mainloop//int src = CurrActiveBuffer;int dest =1-CurrActiveBuffer;
FBO.Bind();
glDrawBuffer( dest );
glBindTexture( GL_TEXTURE_2D, TexID[src]);
ShaderProgram.SetTextureUniform(0);
RenderScene();
FBO.Unbind();// Swap back and front buffers (read becomes write and vice-versa)
CurrActiveBuffer =1-CurrActiveBuffer;// CurrActiveBuffer ? 0 : 1;
Why would you want to ping-pong? Well for instance imagine you are doing a water effect in the gpu? You need to access data from your previous buffer right? In the CPU that would be trivial as you know but if you want to push it’s limits by using GPU this is the next step for you.
I have recently released at inércia Demoparty, a gift i made for Sue. It started as a christmas gift that would express myself and ofcourse keep me from following everybody else to the local shop and spend my money on something made by others.
There is no executable this time, as i don’t know if i can spread the music, still, nobody can stop me (for the moment) from giving you a video. So here it is, Float.
I have recently done some experimental work in order to render mass amounts of cubes. I was moved by this video from Smash, i wanted to know how far i would be able to go on my NVidia GT240M (rendering side). My first choice was Geometry Shaders.
I quickly wrote an app that sent a list of points in space to the GPU and a geometry shader would generate a cube mesh for each one of the points. Tested it on 100.000 cubes and the framerate was bad(10fps or so). The time was now for optimization.
Next step was to optimize the cube generation by lowering from a 24 vertex cube to 14 vertex triangle strip. Things got better, but nothing close to my expectations. I was not satisfied, i mean, i had alot of cubes on screen (100K which was not that much) and that was it, nothing else. We’re talking about 20fps or so, for 100.000 cubes (around 1.2 million triangles per frame). Later on i added vertex normals to the geometry shader and started to work on some lighting/shadowing, but i ended up going back on the rendering side of the job. Meanwhile, i was speaking with a friend of mine about this idea and we were discussing ways to compute lighting but i couldn’t stop thinking about my real problem. So it came to me.
Previously, i have done some experiments with opengl hardware instancing, but never got to do much about it . What better time than now, so i grabbed the project and took it for a spin. After a few hours i had the same amount of cubes on screen with a much much better framerate. Quickly implemented some eye-candy (coloring, texturing, vertex lighting), some tweaking here and there and as i was listening to Mr. Peter Broderick (hi, i love you man) added some audio analysis to the feature list.
Last but not least, a kind of “Brownian Motion” was used to generate points in space, increased the cube count to 512*512 and watched it flow ( at 20fps ).
In conclusion, Hardware instancing was much easier to implement and performance seems much better at first sight. Above is a video of 262.144 audio-reactive cubes with GPU animation and basic lighting at around 20fps. For my video card i think that is very good. On a sidenote, i have not given up on the geometry shaders. I am not sure what will be my next step regarding the subject (back to geometry shaders?) but for now this is it. Hardware Instancing kicked Geometry Shaders in the ass.
This is the outside projection for Monologue Muet exhibition, a photography work by Sue Elie Andrade De.
Based on her video called The Rain, i have created the outside projection with response to physical properties, like doors and windows.