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simulation/TODO.md

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## To discuss in thesis
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- Instanced rendering not beneficial for current setup
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- research objective and res. question should be in intro; Make a contribution subsection.
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- Describe new approach and how to design experiments (methods section) -> explain how testing what I did answers R.Q.
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- discussion -> discuss exp., impact, (loading different data, features, interactions, what can be done), future work (tried out things, bottlenecks, load distrib.)
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- Describe required dataset(s) either before methods or very first in methods
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- Reuse abstract and intro from proposal
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- background section can be based on globalAppState-of-the-art but needs updating to be relevant
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- Discuss capped frame-rate due to v-sync and its impact on the measurements in discussion sections
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-
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- Discuss the discrepancies (see status update email thread)
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-
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- Check that the uses of "was done" and "will be done" is consistent and makes sense
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- 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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- 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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- Update research question
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## Android side
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## Native side
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- Delete unused functions
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## Current bottlenecks
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For a lot of particles, or randomly distributed particles in a dense grid, the bottleneck is
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the grid interpolation, as a lot of different vertices are being accessed, causing cache misses
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and lowering throughput.
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The compute shaders (best) approach might benefit from a dynamic
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grid-wise parallelization -> Not necessarily.
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-> Could simply due to the fact that the particles in thread-groups are far apart in memory -> No simple fix
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- -> Read about warps and global memory
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- -> Discuss the CPU equivalent
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Note that the dense grid is pretty much an issue just for the compute shaders, for the other two modes it is negligable
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## Stuff to research
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- Try cuberiles after all
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- Direct volume rendering / volume ray casting
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- The outline box approach
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## General project
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- Sort out references/licenses from used code
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- Make sure to use same case (e.g. camelCase)
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- 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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- Mention the different (attempted) different ways of rendering stuff - so far: LIC
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- Make a measurement for the "new bottleneck" see how the performance changes with a more random distrib. (either perlin, or bigger double-gyre)
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- Put library credit in the readme.md
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- Add apk as a github release
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## Next meeting points

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