[osg-users] Supporting multiple frame rates

Brad Huber bradh at procerus.com
Thu Apr 28 12:41:54 PDT 2011


Ok Thanks.  This gives an idea of how to pursue a couple of different
options.  I'll post back with any results.

Thanks
-Brad

-----Original Message-----
From: osg-users-bounces at lists.openscenegraph.org
[mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, April 28, 2011 12:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Supporting multiple frame rates

Hi Brad,

I also thought about the two context route but didn't suggest it as I'm
doubtful that the graphics driver/card will be able to interleave the
rendering on the two threads in way that doesn't have one thread stalling
the other as they contend for resources on the graphics card.
 Using a pbuffer to render the 3d scene and the main graphics window doing
the compositing would be the easier option to implement though, so I'd
suggest trying it out, you'd need to use two viewers to decouple the frames,
at least then you'd know whether it's good enough a solution or not.

Robert.

On Thu, Apr 28, 2011 at 5:52 PM, Brad Huber <bradh at procerus.com> wrote:
> Robert, Farshid,
>
> Thanks for the ideas.
>
> Given what you've said, would it make more sense to pursue using two 
> contexts?  Perhaps the main scene would render to an invisible "off
screen"
> context and then the visible context would copy the frame buffer from 
> the invisible context and render the video frames on top of that.  I 
> imagine there would be some difficulty in having additional threading 
> complexity to deal with.
>
> -Brad
>
> -----Original Message-----
> From: osg-users-bounces at lists.openscenegraph.org
> [mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of 
> Robert Osfield
> Sent: Thursday, April 28, 2011 9:59 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Supporting multiple frame rates
>
> Hi Brad,
>
> I'm afraid decoupling the rendering of two parts of graphics window so 
> that they can run at their own frame rate won't be a straight forward 
> task, and well off the standard viewer path used by the vast majority 
> of the community.  You are infact the first I recall wanting to do 
> exactly this combination of video at 30fps and man scene at it's own frame
rate.
>
> Thoughts off the top of my head:
>
>    You only need to do something special when 3D scene takes longer 
> than 30ms and would cause
>    frame rate to drop below the min 30fps, so the follow suggestions 
> are for when frame rate would
>    drop below 30.
>
>    Could you render the video to the front buffer and just overlay the 
> background 3D scene?  This
>    would enable you to remove the need for a swap buffers call at the 
> end of the render of teh video texture.
>
>    Another approach would be to render the 3D scene into a texture and 
> then compose each frame
>    from the 3D scene texture and the video texture and do the swap 
> buffers at video texture frame rate.
>
>    In both cases you the 3D scene is taking too long to render, and 
> since you are using a single
>    graphics context there isn't a natural way to split up and decouple 
> the rendering completely,
>    so to be able to put out frames at 30fps you'll need to break the 
> render of the 3D scene into
>    segments each of which can fit into with the time available when 
> rendering at 30fps.
>
>    Splitting the scene won't be trivial, the easist method would be 
> something like depth partitioning,
>    and render different partition in depth and balance the depth range 
> for each so that the load is
>    as well balanced as you can get it.
>
> That's my best suggestions so far...  Far from trivial to set up, very 
> much on the bleeding edge!
>
> Robert.
>
>
>
>
>
> On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber <bradh at procerus.com> wrote:
>> Hello,
>>
>>
>>
>> We currently have an OSG based application which renders at 30-60+ 
>> fps on our development hardware with discrete gpus.  Unfortunately we 
>> have to be able to  deploy on a wide range of hardware including 
>> stuff that is significantly less capable (Intel GPUs, etc).  On some 
>> of these slower platforms we are seeing framerates that are 10-15 
>> fps.  This is actually ok for us with one exception, live video.
>>
>>
>>
>> We show live video in the scene graph (for now strictly in the HUD).
>> We have a requirement to make the video render at native speed (~30 
>> fps).  I am looking for a way to make the HUD/video render at 30 fps 
>> and let the rest of the scene graph render at a floating rate 
>> (whatever
> the machine can handle).
>>
>>
>>
>> How might this be accomplished?  Since this is a HUD, obviously it 
>> must ultimately render to the same graphics context, however it 
>> doesn’t really need to respect the depth buffer, etc of the rest of 
>> the scene (it should always render on top).
>>
>>
>>
>> PS Should I be thinking about render to texture?
>>
>>
>>
>> Related threads I came across:
>>
>> http://forum.openscenegraph.org/viewtopic.php?t=7858
>>
>> http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.or
>> g
>> /2008-January/006000.html
>>
>> http://forum.openscenegraph.org/viewtopic.php?t=7117
>>
>>
>>
>> Thanks
>>
>> -Brad
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users at lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
>> org
>>
>>
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
> org
>
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
> org
>
_______________________________________________
osg-users mailing list
osg-users at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




More information about the osg-users mailing list