[yt-dev] OpenGL VR

Matthew Turk matthewturk at gmail.com
Wed Mar 9 09:53:04 PST 2016


Hi Nathan,

On Wed, Mar 9, 2016 at 11:51 AM, Nathan Goldbaum <nathan12343 at gmail.com> wrote:
> Hi all,
>
> It came up in the PR discussion today that we didn't settle in this thread
> on whether the new openGL vr should be included in the yt 3.3 release. I'd
> like to raise that now.
>
> First, I want to say that I think that the PR is really awesome and adds a
> really nice new feature to yt - one that it would be very nice to include in
> the 3.3 release.
>
> That said I'm nervous about including it as it currently stands due to the
> relative lack of documentation. Right now the documentation consists of
> cookbook recipes that aren't linked in the documentation, which means users
> won't be able to see them unless they clone the repository.
>

Yup, those need to be linked.

> I understand the desire to not add documentation until the API is less
> experimental, but I'm nervous about adding a big chunk of new code with
> little documentation.
>
> In addition, if we *do* want to advertise this functionality to people, then
> I think the path of highest empathy for those people is to provide them with
> some documentation. We could easily warn them in the documentation that the
> API is unstable, but at least they'll have a place to look. In addition,
> that it will be less work in the future to update the docs if the API ever
> does change rather than creating docs entirely from scratch.
>
> I think just a bit more documentation, and making sure that the
> documentation is visible in the docs build along with warnings about the
> experimental API would be enough for me to withdraw my reservations.
>

OK, sounds good.  I'll work on some docs as soon as possible, and
hopefully if they get in we can be set up to accept it  before any 3.3
release.  Andrew, you're 3.3 manager, right?  What's the 3.3
timescale?

> -Nathan
>
> On Tue, Mar 1, 2016 at 9:00 AM, Kacper Kowalik <xarthisius.kk at gmail.com>
> wrote:
>>
>> Hi Cameron,
>>
>> On 03/01/2016 08:40 AM, Cameron Hummels wrote:
>>>
>>> Does this have a similar API / interface to the standard VR?
>>
>>
>> You can recreate image that you're seeing in software renderer. There's a
>> helper for that (well stub for a helper...). Therefore, it could be used as
>> a tool to quickly identify key frames and pass them to sw VR to make full HD
>> movie. We are also working on native support for TransferFunction, but it
>> requires more work. If you'd like to help with that, that'd be awesome.
>>
>> However, similarities end here. GPU VR needs to care about things like
>> mouse movement, key callbacks, OpenGL context, OpenGL shaders. By definition
>> it will create different API / interface.
>>
>> Cheers,
>> Kacper
>>
>>
>>> On Thu, Feb 25, 2016 at 9:45 AM, Nathan Goldbaum <nathan12343 at gmail.com>
>>> wrote:
>>>
>>>>
>>>>
>>>> On Thu, Feb 25, 2016 at 11:40 AM, Matthew Turk <matthewturk at gmail.com>
>>>> wrote:
>>>>
>>>>> Hi folks,
>>>>>
>>>>> Over the last little while, Kacper, Andrew and I have been picking up
>>>>> on some work started by Chuck Rozhon to implement OpenGL-based volume
>>>>> rendering of AMR data.  Kacper recorded a demo about a week ago,
>>>>> although it has improved considerably even since then:
>>>>>
>>>>> https://www.youtube.com/watch?v=yiiBDK1OJDo
>>>>>
>>>>> As of right now, it can do these things:
>>>>>
>>>>>   * Load up a "data source" (which can be all_data, but doesn't need to
>>>>> be)
>>>>>   * Utilize orthographic and perspective cameras
>>>>>   * Maximum intensity projection
>>>>>   * Integrated projection
>>>>>   * Apply colormaps to these two things, using two-pass rendering
>>>>>   * Trackball camera with keyboard shortcuts for moving around the
>>>>> domain
>>>>>   * Output camera information that is compatible with the software
>>>>> renderer (i.e., it can be used to get a sequence of camera positions)
>>>>>   * Save images out
>>>>>   * Preliminary support for color transfer function-based VR.  At
>>>>> present this only supports isosurfaces that are manually encoded.  It
>>>>> will soon take 1D textures from the CTF object.
>>>>>
>>>>> The system has been designed to be very modular, with extensible
>>>>> keyboard and mouse shortcuts.  Kacper has even been able to build a
>>>>> very lightweight Qt-based GUI around it (on BB as xarthisius/reason )
>>>>> without changing much/any of the internal-to-yt code.  Also, it works
>>>>> reasonably well even on fairly old graphics cards for reasonably sized
>>>>> data.  (And since it'll accept data objects that are cutouts, this
>>>>> means you could pull a sphere or block out of a gigantic dataset and
>>>>> use that.)
>>>>>
>>>>> Anyway, the reason I'm writing is that I'd like to bring it to
>>>>> people's attention sooner rather than later.  It'll need some testing,
>>>>> and we're also working to make it in a readily usable state as well.
>>>>> As of right now, before WIP gets removed from the pull request, we're
>>>>> going to add documentation (with notes that it is likely an unstable
>>>>> API) and hopefully a short screencast.  But before then, I would like
>>>>> to invite folks to either review the PR or to test it out.
>>>>>
>>>>> https://bitbucket.org/yt_analysis/yt/pull-requests/1598
>>>>>
>>>>> Note that this requires cyglfw3, which is accessible via pip.
>>>>>
>>>>
>>>> Also needs glfw3, which I installed via homebrew.
>>>>
>>>>
>>>>>
>>>>> I'm pretty excited about this, and the design we have been aiming for
>>>>> with the way it accepts objects and shaders should enable a lot of
>>>>> cool things to be done -- especially with respect to selecting data,
>>>>> presenting it, etc etc.
>>>>>
>>>>> I'd really like to see this be a part of 3.3.
>>>>>
>>>>> -Matt
>>>>> _______________________________________________
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>>>>>
>>>>
>>>>
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