geometry-instancing

Using vertex buffer instancing, how to dynamically change separate instance position?

纵然是瞬间 提交于 2020-04-18 05:36:52
问题 I need to draw million cubes. Cubes has the same vertex array, but may have different scale/position/rotation. Important: they may change their position dynamically, after vertex buffer creation. Some of them should be connected by the line. So I also need to draw lines. Currently I deal with the instancing using constant buffer: VertexShader.hlsl struct VS_INPUT { float4 pos: POSITION; float4 colour: COLOUR; uint InstanceID: SV_InstanceID; } cbuffer ConstantBuffer : register(b0) { float4x4

Performantly render tens of thousands of spheres of variable size/color/position in Three.js?

我们两清 提交于 2020-03-26 04:04:37
问题 This question is picking up from my last question where I found that using Points leads to problems: https://stackoverflow.com/a/60306638/4749956 To solve this you'll need to draw your points using quads instead of points. There are many ways to do that. Draw each quad as a separate mesh or sprite, or merge all the quads into another mesh, or use InstancedMesh where you'll need a matrix per point, or write custom shaders to do points (see the last example on this article) I've been trying to

Performantly render tens of thousands of spheres of variable size/color/position in Three.js?

徘徊边缘 提交于 2020-03-26 04:04:36
问题 This question is picking up from my last question where I found that using Points leads to problems: https://stackoverflow.com/a/60306638/4749956 To solve this you'll need to draw your points using quads instead of points. There are many ways to do that. Draw each quad as a separate mesh or sprite, or merge all the quads into another mesh, or use InstancedMesh where you'll need a matrix per point, or write custom shaders to do points (see the last example on this article) I've been trying to

THREE.InstancedBufferGeometry and shadows

耗尽温柔 提交于 2019-12-10 21:55:59
问题 I'm playing with instances and is awesome. Now I'm trying to make every instance cast shadows but no luck. I made a clone of Lambert material adding the instance handling for position, scale, etc and is working, but this is casting only one shadow: the one from the original geometry at position (0,0,0) (even if no instance is at that position). Can someone point me where to look for make it work or is this a limitation of instances or material? Thanks. 回答1: I fixed this with info from this

Instancing millions of objects in OpenGL: improving frames-per-second

为君一笑 提交于 2019-12-07 16:12:12
问题 My ultimate goal is to render 1 million spheres of different sizes and colors at 60 fps. I want to be able to move the camera around the screen as well. I have modified the code on this page of the tutorial I am studying to try to instance many spheres. However, I find that at as little as 64 spheres my fps falls below 60, and at 900 spheres my fps is a measly 4. My understanding of instancing is naive, but I believe that I should be getting more frames-per-second than this. 60 fps should be

Instancing millions of objects in OpenGL: improving frames-per-second

柔情痞子 提交于 2019-12-05 18:22:30
My ultimate goal is to render 1 million spheres of different sizes and colors at 60 fps. I want to be able to move the camera around the screen as well. I have modified the code on this page of the tutorial I am studying to try to instance many spheres. However, I find that at as little as 64 spheres my fps falls below 60, and at 900 spheres my fps is a measly 4. My understanding of instancing is naive, but I believe that I should be getting more frames-per-second than this. 60 fps should be attainable with only 64 spheres. I believe that I am, in some way, causing the CPU and GPU to