Very interesting to see what speeds you get using the GPU in the PixelBufferGPUTest.
I am interested in display point clouds (from Lidar)
I have been trying to understand the techniques use by Markus Schuetz:
"Software Rasterization of 2 Billion Points in Real-Time"
In branch compute_rasterizer_2022
paper - video
"Rendering Point Clouds with Compute Shaders and Vertex Order Optimization"
In branch compute_rasterizer_2021
His results look very impressive - if only I did not dislike/not-understand C++ so much!
The key to his results seems to be Compute Shaders - not that I really understand them yet!
I see you can use compute shaders in Java/Jogl (see https://github.com/perses-games/jogl-compute-shaders-fireworks)
Is what you are doing with Aparapi roughly equivalent to the Compute Shader approach?
If not, do you think there would be any benefit in combining the two approaches?
Thanks
Jim
Very interesting to see what speeds you get using the GPU in the PixelBufferGPUTest.
I am interested in display point clouds (from Lidar)
I have been trying to understand the techniques use by Markus Schuetz:
"Software Rasterization of 2 Billion Points in Real-Time"
In branch compute_rasterizer_2022
paper - video
"Rendering Point Clouds with Compute Shaders and Vertex Order Optimization"
In branch compute_rasterizer_2021
His results look very impressive - if only I did not dislike/not-understand C++ so much!
The key to his results seems to be Compute Shaders - not that I really understand them yet!
I see you can use compute shaders in Java/Jogl (see https://github.com/perses-games/jogl-compute-shaders-fireworks)
Is what you are doing with Aparapi roughly equivalent to the Compute Shader approach?
If not, do you think there would be any benefit in combining the two approaches?
Thanks
Jim