问题
I have a grayscale texture (8000*8000) , the value of each pixel is an ID (actually, this ID is the ID of triangle to which the fragment belongs, I want to using this method to calculate how many triangles and which triangles are visible in my scene).
now I need to count how many unique IDs there are and what are them. I want to implement this with GLSL and minimize the data transfer between GPU RAM and RAM.
The initial idea I come up with is to use a shader storage buffer, bind it to an array in GLSL, its size is totalTriangleNum, then iterate through the ID texture in shader, increase the array element by 1 that have index equal to ID in texture.
After that, read the buffer to OpenGL application and get what I want. Is this a efficient way to do so? Or are there some better solutions like compute-shader (well I'm not familiar with it) or something else.
回答1:
I want to using this method to calculate how many triangles and which triangles are visible in my scene)
Given your description of your data let me rephrase that a bit:
You want to determine how many distinct values there are in your dataset, and how often each value appears.
This is commonly known as a Histogram. Unfortunately (for you) generating histograms are among the problems not that trivially solved on GPUs. Essentially you have to divide down your image into smaller and smaller subimages (BSP, quadtree, etc.) until divided down to single pixels on which you perform the evaluation. Then you backtrack propagating up the sub-histograms, essentially performing an insertion or merge sort on the histogram.
Generating histograms with GPUs is still actively researched, so I suggest you read up on the published academic works (usually accompanied with source code). Keywords: Histogram, GPU
This one is a nice paper done by the AMD GPU researchers: https://developer.amd.com/wordpress/media/2012/10/GPUHistogramGeneration_preprint.pdf
来源:https://stackoverflow.com/questions/37252257/how-to-calculate-the-number-of-specified-colored-pixels-using-glsl