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Frustum culling too aggressive for heavy off-axis frusta #142

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eile opened this issue Sep 9, 2015 · 9 comments
Open

Frustum culling too aggressive for heavy off-axis frusta #142

eile opened this issue Sep 9, 2015 · 9 comments
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@eile
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eile commented Sep 9, 2015

In a CAVE setting, when the user looks 'from the side' on a segment, the frustum culling is to aggressive:
screen shot 2015-09-09 at 5 35 58

@eile eile added the bug label Sep 9, 2015
@eile eile changed the title Frustum culling to aggressive with heavy off-axis frusta Frustum culling to aggressive for heavy off-axis frusta Sep 9, 2015
@bilgili
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bilgili commented Sep 9, 2015

Can you please also provide equalizer configuration ? Most of the issues are related to dash ( how it is used ). If you are runing same node and different channels, this is a similar problem with tearing in Dynamic2D. These are all solved by the pipeline but I am not going to put into production before the summit.

@eile
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eile commented Sep 16, 2015

The Eq config would be useless without the hardware. We can create a single-node reproducer config for it.

In this config, all displays in one column are in one channel on a separate node. I don't think it's the same bug.

@eile
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eile commented Nov 9, 2015

Example config at https://gist.github.com/eile/409a24886af4fe30a2d3. As you move into the data, the non-front views should have a continuous border with the front view. You can use eqPly as reference.

@bilgili
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bilgili commented Nov 10, 2015

This configuration causes both eqPly and livre struggle to run. And, I believe the visualised result is not correct. I tried with the module on viz cluster. Lets discuss.

@bilgili
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bilgili commented Nov 10, 2015

I could not reproduce it with multi node configuration. ( Tried UVF and memory data sources )

@eile
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eile commented Nov 11, 2015

Can't reproduce either. The bug I saw on Monday is one missing redraw-after-move:

  • move the volume around
  • see missing blocks
  • touch mouse -> artefacts dissappear

Will inquire Cave2 config to repro.

@eile
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eile commented Nov 11, 2015

Another issue is the front clipping flipping out shader artefacts: What can we do about them?

@bilgili
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bilgili commented Nov 11, 2015

See #179 for redraw-after-move
See #180 for near plane clipping issues

@rdumusc rdumusc changed the title Frustum culling to aggressive for heavy off-axis frusta Frustum culling too aggressive for heavy off-axis frusta Nov 11, 2015
@bilgili
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bilgili commented Nov 26, 2015

@eile : Have you been able to recreate the problem ? May it be related to #179 ?

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