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Questions tagged [memory]

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14 votes
4 answers
797 views

How can I raytrace a scene that does not fit into memory?

If the scene to be raytraced cannot be stored in memory, then without adding more RAM to the machine it seems unrealistic to render it in a practical time span, due to the need to load different parts ...
trichoplax is on Codidact now's user avatar
14 votes
2 answers
472 views

Why smoothed meshes in 3D studio end up with the same number of vertices/triangles? How then can they be smoothed with the same geometry?

I am trying to understand why meshes that are smoothed in 3D studio (Modifiers/Smoother) end up having the same amount of vertices/faces before or after that process, as well as the exact same ...
Louis15's user avatar
  • 273
12 votes
2 answers
3k views

Could a hexagonal pixel array store an image more efficiently?

Most computer monitors and televisions have a rectangular array of pixels arranged on a square (or nearly square) lattice. Would a hexagonal lattice give better image quality for the same number of ...
trichoplax is on Codidact now's user avatar
6 votes
1 answer
150 views

Can meshes be reused in raytracing?

In rasterization, at least in the context of game development, it is a common to have many instances of the same 3D object in a scene (think many identical rocks in different sizes/positions/rotations)...
Ilya's user avatar
  • 75
6 votes
1 answer
191 views

Where is the shown display image actually stored and accessed?

In a modern day desktop or mobile computer, you got the CPU, the RAM, the GPU and it's own video RAM. When a modern OS renderes an image to the screen, where is the actual image data for that screen ...
salbeira's user avatar
  • 303
4 votes
2 answers
632 views

Should you measure mesh complexity in triangles or vertices?

I have seen people using either vertices or triangles as a quick heuristic to estimate mesh memory usage and mesh rendering time. I always thought vertices were better, because the number of vertices ...
Makogan's user avatar
  • 1,736
4 votes
1 answer
3k views

Why do I need memory barrier when doing atomic operations?

I am reading the OpenGL SuperBible 7th edition which covers atomic operations on memory specifically within shader storage blocks. It says (about atomic operations): If two invocations access the ...
Startec's user avatar
  • 781
4 votes
1 answer
1k views

Register pressure in Compute Shader

I'm in the process of writing a Ray Tracer using DirectCompute / HLSL. First, eye rays are generated (one per pixel). Then, rays are traced, shaded and reflected in a loop. Also, shadow rays for each ...
David Kuri's user avatar
  • 2,293
4 votes
1 answer
2k views

Compute shaders: one-time-only versus persistent buffers

When using a Compute Shader, is it possible to keep a buffer in the GPU memory during the whole run-time duration of the application, so whenever the original Compute Shader or other Compute Shaders ...
Brianna Szvenska's user avatar
4 votes
1 answer
374 views

GDDR5 vs. DDR3 for learning GPU programming on a limited budget?

[Please (kindly) let me know if this is not the place for this question] I'm hoping to learn about GPU programming, but as a college student, I've a quite limited budget. I'm wondering whether I ...
Ben Sandeen's user avatar
3 votes
3 answers
239 views

Dealing with wasted space when using SIMD on CPU for vector maths

I've been getting interested in SIMD programming on CPU using SSE recently, but I'm a complete noob on the subject. I found this article describing how to make an efficient float3 type using the ...
russ's user avatar
  • 2,402
3 votes
2 answers
2k views

How can I chase down VRAM & GTT memory leaks?

Problem. I have inherited a large C++ 3D graphics codebase (with some shader code). The program runs for about 1-5 minutes before crashing. Problem Data. Using system tools, one can see a sharp rise ...
George's user avatar
  • 253
3 votes
1 answer
1k views

Do I need to use glMemoryBarrier with atomic counters?

The OpenGL SuperBible 7th Edition points out that the glMemoryBarrier() function supports a bit specifically for synchronizing access to atomic counters with other parts of the OpenGL pipeline ...
Startec's user avatar
  • 781
3 votes
1 answer
644 views

Does this type of memory-mapping for a display exist?

Most information about memory mapped displays on the net are about those in which there is essentially a location in main memory for each pixel on the display. A hypothetical 1024 x 512 display would ...
Cyber99's user avatar
  • 31
3 votes
1 answer
378 views

D3D11 Map forces synchronization

Is it possible that a call to ID3D11DeviceContext::Map on a dynamic vertex buffer with D3D11_MAP_WRITE_DISCARD causes my ...
leone ruggiero's user avatar

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