[osg-users] New osgAnimation developments now merged with OSG master

Julien Valentin julienvalentin51 at gmail.com
Mon Nov 13 05:29:08 PST 2017


Hi Raymond
I can't  think of a way to "combine" easily MDI and osgAnimation. 
The video you've seen was an old try using only GL3 TFfeedback  (as in Aqnuep forest demo.. It exibit same bottlenecks due to async reqs). 
If you want I'll make an other video to illustrate the the perf gap with MDI and GL4TFfeedback

My recent "MDI-animation-instancing-with-GPU-lod-Culling&some-IA&Physics experiment" consists in baking loded Rigs versions and anims into classic Geometrys that I convert to lod MDIs geoms. 
Once converted to regular geoms you can do all GPU logic you want (culling, loding, ia)

If you think of a way to conserve Rigs as they are I would be glad to know

Cheers


reedev wrote:
> Hi Julien,
> 
> I expected this indeed, your combination of RigHWTrans and MDI. I have been watching your movies. Is there a way that I/we  out a similar scenario? Either here or a pm. I would be happy to try out more scenarios.
> 
> Cheers,
> Raymond
> 
> 
> Verstuurd vanaf mijn iPad
> 
> 
> > Op 12 nov. 2017 om 16:18 heeft Julien Valentin <> het volgende geschreven:
> > 
> > Hi,
> > The motivation behind this work was an annoying bug in RigHWTrans avoiding me to correctly control an animation baking pipeline for the purpose of MDI crowd rendering.
> > 
> > The main part of changes done have been done for code readability nevertheless a few features have been added:
> > 
> > Changelog:
> > -Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
> > Now RigTransform datapreparation occurs in 2 step :
> > *prepareData (dataprep when skeleton not known)
> > *operator() (dataprep when skeleton is known )
> > -Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
> > -add a MorphTargetHardware implementation (test required)
> > -add a bunch of utility functions to deal with VertexInfluenceMap  (test required)
> > -various cleanup and bug fixes 
> > 
> > Hope It's clear enough..:/
> > From a user point of view, nothing has change but new features should be heavily tested...
> > 
> > Cheers
> > 
> > 
> > reedev wrote:
> > 
> > > Hi Robert, Julien,
> > > 
> > > Fyi, I rebuilt master with VS2015 32 bit and all it (still) building 
> > > fine. Nathan is also rendering fine.
> > > 
> > > Julien, can you elaborate what has changed from a user's point of view 
> > > wrt your osganimation changes? What did you improve in particular and 
> > > what other/new possibilities did you introduce?
> > > 
> > > Cheers,
> > > Raymond
> > > 
> > > 
> > > 
> > > 
> > > > On 11/11/2017 4:45 PM, Robert Osfield wrote:
> > > > 
> > > > Hi All,
> > > > 
> > > > Today I merged the osganimation branch that Julien Valentin has been
> > > > working on.  If you have questions about the specifics of these
> > > > changes then I'll let Julien provide answers.
> > > > 
> > > > With any major set of changes being merged there is always the chance
> > > > of build errors on platform combinations that we haven't tested yet,
> > > > so if you see an issue let us know and we'll try and resolve it as
> > > > soon as we can.
> > > > 
> > > > There is also chances of build breaks in end user applications as
> > > > there are a few API changes to osgAnimation.  My hope that most users
> > > > won't find issues and it should be just a case of rebuilding your
> > > > application against master.
> > > > 
> > > > My plan is to tag the 3.5.8 developer release early next week, so
> > > > getting some testing of master across a range of platforms will help
> > > > with this.
> > > > 
> > > > Thanks for you help with testing, and thanks to Julien for his efforts
> > > > on improving osgAnimation.
> > > > Robert.
> > > > _______________________________________________
> > > > osg-users mailing list
> > > > 
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > 
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> > > > 
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> > > 
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