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1 | 1 | ## To discuss in thesis
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2 |
| -- Instanced rendering not beneficial for current setup |
3 |
| -- research objective and res. question should be in intro; Make a contribution subsection. |
4 |
| -- Describe new approach and how to design experiments (methods section) -> explain how testing what I did answers R.Q. |
5 |
| -- discussion -> discuss exp., impact, (loading different data, features, interactions, what can be done), future work (tried out things, bottlenecks, load distrib.) |
6 |
| -- Describe required dataset(s) either before methods or very first in methods |
7 |
| -- Reuse abstract and intro from proposal |
8 |
| -- background section can be based on globalAppState-of-the-art but needs updating to be relevant |
9 |
| -- Discuss capped frame-rate due to v-sync and its impact on the measurements in discussion sections |
10 |
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11 |
| -- Discuss the discrepancies (see status update email thread) |
12 |
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13 | 2 | - Check that the uses of "was done" and "will be done" is consistent and makes sense
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14 | 3 | - Make sure that it is properly distinguished between the time step of switching files (a day), and a simulation time step (dt)
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15 | 4 | - Make sure that it is clear that fluid simulation and particle simulation is the same thing as we are simulating the fluid as particles (probs. in the intro)
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| 5 | +- Update research question |
16 | 6 |
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17 | 7 |
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18 | 8 | ## Android side
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21 | 11 | ## Native side
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22 | 12 | - Delete unused functions
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23 | 13 |
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24 |
| -## Current bottlenecks |
25 |
| -For a lot of particles, or randomly distributed particles in a dense grid, the bottleneck is |
26 |
| -the grid interpolation, as a lot of different vertices are being accessed, causing cache misses |
27 |
| -and lowering throughput. |
28 |
| -The compute shaders (best) approach might benefit from a dynamic |
29 |
| -grid-wise parallelization -> Not necessarily. |
30 |
| --> Could simply due to the fact that the particles in thread-groups are far apart in memory -> No simple fix |
31 |
| -- -> Read about warps and global memory |
32 |
| -- -> Discuss the CPU equivalent |
33 |
| -Note that the dense grid is pretty much an issue just for the compute shaders, for the other two modes it is negligable |
34 |
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35 |
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36 | 14 | ## Stuff to research
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37 | 15 | - Try cuberiles after all
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38 | 16 | - Direct volume rendering / volume ray casting
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39 | 17 | - The outline box approach
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40 | 18 |
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41 | 19 | ## General project
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42 |
| -- Sort out references/licenses from used code |
43 | 20 | - Make sure to use same case (e.g. camelCase)
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44 | 21 | - Try better rendering methods when exatra time, e.g. thesis draft is being review ->volume rendering / volume ray casting, find new ones
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45 | 22 | - Mention the different (attempted) different ways of rendering stuff - so far: LIC
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46 |
| -- Make a measurement for the "new bottleneck" see how the performance changes with a more random distrib. (either perlin, or bigger double-gyre) |
47 | 23 |
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48 |
| -- Put library credit in the readme.md |
49 | 24 | - Add apk as a github release
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50 | 25 |
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51 | 26 | ## Next meeting points
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