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[Manta] Re: Re: Re: Idle/Redraw


Chronological Thread 
  • From: Solomon Boulos < >
  • To: " " < >
  • Cc: " " < >
  • Subject: [Manta] Re: Re: Re: Idle/Redraw
  • Date: Tue, 10 Jun 2008 13:04:20 -0700

This isn't unreasonable at all. I added similar functionality to the deadline image traverser a while back.

To do something like this, I'd suggest you make an image traverser based on the tiled image traverser but augmented with behavior similar to the DeadlineImageTraversers short circuit return when no work is needed. This way manta is still responsive to state changes (the transactions still fire etc) and its fairly easy to do.

Solomon

On Jun 10, 2008, at 12:27 PM, Li-Ta Lo 
< >
 wrote:


On Mon, 2008-06-09 at 14:24 -0600, Abe Stephens wrote:
Manta is designed to run at the maximum frame rate possible (like a
video game) it is never idle. If your application needs to do
something else during the rendering loop with the cores running manta
threads, perhaps that activity could be placed inside of a parallel
animation callback?


Why do you want to draw exactly the same thing over and over? Shouldn't
most GUI applications be event driven and redraw the scene only when it
is necessary?

It is possible to force synchronization between Manta threads and a
GUI (for example) by adding a serial animation callback that waits at
a barrier shared with the GUI thread. You'd need to use the
synchronization primitives in Core/Thread/. It seems likely that ray
tracing will be the bottleneck in most traditional graphics
applications- is this not the case in your situation?


I am not so sure what I am expecting. When integrating Manta with VTK,
I would like to make Manta drawing a scene only when the VTK pipeline
has (new) data/primitive ready. The VTK pipeline may have a very large
dataset or are very computational intensive and I want the raytracer
yield the processor to the pipeline.

Ollie



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