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Topic: Surface caching


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  Surface caching - Wikipedia, the free encyclopedia
Surface caching is a computer graphics technique pioneered by John Carmack, first used in the computer game Quake.
The traditional method of lighting a surface is to calculate the surface from the perspective of the viewer, and then apply the lighting to the surface.
Surface caching is one of the reasons that it became practical to make a true 3D game that was reasonably fast on a 66 MHz Pentium microprocessor.
en.wikipedia.org /wiki/Surface_caching   (168 words)

  
 [No title]   (Site not responding. Last check: 2007-10-23)
Surface Caching Surface Caching is a new technique used to speed up lighting of faces in engines.
Caching The Surfaces One piece is missing from the puzzle: The Cache.
As more and more surfaces are cached, the importance of an individual surface to an image decreases, because it becomes further away, and so becomes smaller on the screen, possibly being occluded.
thorkildsen.no /faqsys/docs/srfcache.txt   (1825 words)

  
 Dr. Dobb's | Ramblings in Real Time | July 22, 2001
Surfaces associated with partly hidden polygons must be fully built, even though only part of the polygon is visible, and if polygons are drawn back to front with overdraw, some polygons won't even be visible, but will still require surface building and caching.
As a result, the number of surface texels required to draw a scene at 320x200 is on the order of 64,000; the number is actually somewhat higher (because of portions of surfaces that are obscured and viewspace-tilted polygons, which have high texel-to-pixel ratios along one axis), but not a whole lot higher.
Surfaces are effectively large textures (and larger at the mipmap levels typically used at the high resolutions of accelerators than they are at 320x200), and texture memory tends to be a limited resource on accelerators.
www.ddj.com /184410084?pgno=5   (4442 words)

  
 AnalyzeDisk Reference Guide   (Site not responding. Last check: 2007-10-23)
Since caches are known to rely on locality for their performance, plotting the service time as a function of this locality is a useful evaluation of cache performance.
The response surface is presented as two different projections of a three dimensional surface with stride and distance as the base axes and the mean service time as the height.
Typically, the cache performance can be seen as a region of fast access time near the origin (short stride and small distance), and the prefetch unit is manifest as a region of fast access for stride>0 and distance>0.
www.storagereview.com /IPEAK/ipeak_help.html   (3240 words)

  
 rfc1862 - Report of the IAB Workshop on Internet Information In
Selecting an appropriate cache or replica of a database is simple in the case of a captive user group (for instance a company behind a firewall).
Caches and replicas have different performance characteristics, and there are cases where a combination of the two provides the best solution.
Third, although pre-fetching, caching, and replication are important, such details may be hidden from higher level software components, and thus are not part of the data model exposed to the application in the normal case (though some applications may want to specify such characteristics).
www.mitra.biz /papers/rfc1862.htm   (7086 words)

  
 Hugues Hoppe's home page
Next, we parameterize the texture over a surface of arbitrary topology using "lapped textures" — an approach for applying a sample texture to a surface by repeatedly pasting patches of the texture until the surface is covered.
The efficiency of vertex caching is maximized by reordering the faces in the mesh during a preprocess.
By casting surface approximation as a global optimization problem with an energy function that directly measures deviation of the approximation from the original surface, models are obtained that exhibit excellent accuracy to conciseness trade-offs.
research.microsoft.com /~hoppe   (9115 words)

  
 Geometry Introduction
For example, the minimization between a point and a surface may return a point internal to the surface, on the boundary of the surface, or along a discontinuous edge of the surface.
The default is for a context to create a cache manager with a maximum of 1000 curve caches, 200 surface caches, 200 trimmed surface caches, and 200 brep caches.
Dropping curves to a surface is limited to G1 surfaces and curves which don't cross the surface boundaries or seams.
www.smlib.com /Manual/GSLIntro.html   (2725 words)

  
 flipcode - Lightmaps   (Site not responding. Last check: 2007-10-23)
For example, a one-square-foot surface with a 256x256 texture applied to it will have a much higher texel density than a the same surface with only a 32x32 applied to it.
For the surfaces whose normal is primarily in the X/Y plane (i.e.
A surface cache is used for software rendering systems that store light-maps blended with their surface texture to avoid a dual-texturing pass and improve performance (thanks to John Carmack for this bit o' brilliance.)
www.flipcode.com /cgi-bin/fcarticles.cgi?show=64483   (1332 words)

  
 Method of pre-caching user interaction elements using input device position - Patent 6486874
The analyzing step (42) determines if the recorder is moving towards the writing surface, and, if so, a two-dimensional location of the recorder with respect to the plane of the writing surface is determined (46) and a trajectory is defined based upon the location and movement of the recorder off the writing surface.
The system according to the invention continuously monitors and records the motion pattern in step 40, including the motion patterns made while the stylus 8 is on the writing surface 7 and the movements made while the stylus 8 is off the writing surface 7.
Preferably, the movements on the writing surface 7 correlate to a planar space using X and Y coordinates.
www.freepatentsonline.com /6486874.html   (5454 words)

  
 Caching & WeakReferences @ JAVA DEVELOPER'S JOURNAL   (Site not responding. Last check: 2007-10-23)
All cached objects are kept in memory until the cache is explicitly cleared.
To ensure that no Reference objects surface outside the cache, we have to guarantee that all of the access points into and out of the cache are protected.
To test the cache, we want to populate the cache with objects, simulate the irregular use of items in the cache, occasionally run the garbage collector and see if the right things remain cached.
java.sys-con.com /read/36023.htm?CFID=521683&...   (3311 words)

  
 About caching and scrolling movie clips with ActionScript -- Version 8
The movie clip or button is a surface, essentially a bitmap version of the instance's vector data, which is data that you do not intend to change much over the course of your SWF file.
Therefore, the vector data cached in the surface does not need to remain the same for the entire SWF file.
Flash creates a surface object for the instance, which is a cached bitmap instead of vector data.
livedocs.macromedia.com /flash/8/main/00001404.html   (687 words)

  
 pygame Code Repository
It ensures that only one copy of any given resource will be in memory at any time - further requests for that same resource will get a reference to the loaded copy.
This code might be useful if a game is going to be loading many copies of a given disk resource.
Most of the time, you'd write your own cache; now you can just use this one.
www.pygame.org /pcr/caching_resource/index.php   (981 words)

  
 When to enable caching -- Version 8
It might seem as though you will always want to enable caching to improve the performance of your SWF files; however, there are situations in which enabling caching does not improve performance, or even decrease it.
Each surface uses more memory than a regular movie clip, which means that you should only enable surfaces when you need to improve rendering performance.
If you overuse bitmap caching, a large amount of memory is consumed (see previous bullet), especially if you zoom in on the content.
livedocs.macromedia.com /flash/8/main/00001405.html   (782 words)

  
 Products - Solid Modeling Solutions
The General Surface Library (GSNLib) is an object-oriented software toolkit that provides a set of objects and corresponding methods to create, edit, query, and analyze geometric representations.
For example, depending upon the size and complexity of a surface, dropping a point onto the surface may be two orders of magnitude (100x) faster if the cache for that surface exists.
The cache maintains a tree-based Bezier decomposition of the curve or surface.
www.smlib.com /gsnlib.html   (1744 words)

  
 New Page 3   (Site not responding. Last check: 2007-10-23)
This is the minimum number of subdivisions that have to be performed to triangulate the surface of a primitive for raytracing.
Since the pixie estimates the surface bounds by sampling, this number must be greater than 0 for some primitives.
Irradiance caching is usually a two pass approach: in the first pass, an irradiance cache is computed and saved into the file whose name is given by this attribute.
www.cs.berkeley.edu /~okan/Pixie/doc/attributes.htm   (651 words)

  
 Project-Team-siames   (Site not responding. Last check: 2007-10-23)
Note that this algorithm is based on the observation that the diffuse component of radiance, reflected on a diffuse surface and due to indirect illumination, changes very slowly on this surface.
This allows to sparsely sample and cache the incoming radiance, then reuse the cached samples to estimate the incoming radiance at nearby points.
It is based on the caching of directional incoming radiances.
www.inria.fr /rapportsactivite/RA2004/siames2004/uid75.html   (275 words)

  
 3D Active Button Magic | MultiMedia Soft
When the control has the Surface property set to FlatPillow there is the possibility that the control is not rendered correctly when one of its dimensions is under a certain threeshold of pixels.
When the button has the Surface property set to FlatPillow there is the possibility that the control is not rendered correctly when one of its dimensions is under a certain threeshold of pixels.
Rolling the mouse over the button surface causes, in certain situations, a wrong clipping of the right and bottom sides of the button's surface.
www.multimediasoft.com /3dcm/patches2.html   (315 words)

  
 Quake's Lighting Model:  Surface Caching
Yet another problem is that while it may work well to add extra geometry so that spotlights and shadows show up well, that's feasible only for static lighting.  Dynamic lighting--light cast by sources that move--has to work with whatever geometry the world has to offer, because its needs are constantly changing.
Figure Three: A surface is built by tiling the texture and lighting the texels from the light map.
Figure Four: Each texel at a given mipmap level corresponds to four texels at the preceding mipmap level.
www.bluesnews.com /abrash/chap68.shtml   (200 words)

  
 Homepage Richard Keiser
Central to our framework is a hybrid implicit-explicit surface generation approach which is capable of representing fine surface detail as well as handling topological changes in interactive time for moderately complex objects.
The generated surface is represented by oriented point samples which adapt to the new position of the particles by minimizing the potential energy of the surface subject to geometric constraints.
In case of a collision, response forces are computed for penetrating surface points and distributed to volume points which are used for simulating the object dynamics.
graphics.ethz.ch /~rkeiser/publications.html   (1848 words)

  
 VRay Material   (Site not responding. Last check: 2007-10-23)
0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray will be scattered backward (towards the surface, to the outside of the object).
For example, if the primary engine is irradiance map, and the secondary is light cache, the glossy rays will use the light cache (which is a lot faster).
VRay tries to keep the total amount of light reflected off a surface to be less that or equal to the light falling on the surface (as this happens in the real life).
www.spot3d.com /vray/help/VRayHelp150beta/material_params.htm   (1543 words)

  
 How to speed up buttons rendering
In the caching system, the second form will load much more quickly because the first button can serve as a template for all of the buttons.
If for any reason you should decide that you need more memory for your application, you could use the ClearButtonCache method in order to free all the memory dedicated to the cached buttons storage; note that the cache size starts growing only when the first button is created: no amount of memory is pre-allocated.
The caching system is enabled by default: if you need more memory for your application, you can disable the caching system through the EnableButtonCache method.
www.multimediasoft.com /3dabm/help/3dabm-000083.htm   (551 words)

  
 Manish Jethani - Bitmap caching smarts
effect is playing on an object, the effects framework automatically turns bitmap caching on for the object.
An object's bitmap representation in memory is known as its surface.
When such effects are involved in an animation, bitmap caching can be counterproductive and should be turned off.
mannu.livejournal.com /321243.html   (233 words)

  
 SECURITY FOR ONLINE EMPLOYMENT SYSTEM   (Site not responding. Last check: 2007-10-23)
When you are operating in the SSL mode, this automatic saving or caching can be turned off.
You should verify caching is turned off before logging in and submitting information.
If you are using Netscape 4.x (version 4.0 or above) your browser is already configured to never cache encrypted pages to a disk.
www.osmre.gov /jobssecurity.htm   (260 words)

  
 Jaroslav Krivanek - Some of the Past Research Projects
The basic ingradient of the radiance caching algorithm are the same as in many real-time shading techniques: interpolation of pre-computed radiance using spherical harmonics.
Radiance caching was published in IEEE Transactions on Visualization and Computer Graphics (September/October 2005) and at the Spring Conference on Computer Graphics 2005.
In this project, we ported radiance and irradiance caching to the graphics hardware (GPU), which resulted in a 20- to 40-fold speed-up of the rendering.
moon.felk.cvut.cz /~xkrivanj/portfolio   (541 words)

  
 Support Note: 39   (Site not responding. Last check: 2007-10-23)
For an application, the usual method of displaying a DIB is to use the SetDIBitsToDevice() function to move the data directly onto the screen surface.
This obviously means that two copies are kept of the image (the DIB in PC memory, the DDB on Rapier) which may seem wasteful, however considering that there is 8MB of DRAM available on Rapier 24, this should not be an issue.
In summary, to make the best use of bitmap caching to provide significant speed improvements to an application, use a DDB to hold your image and display it from there.
www.videologic.com /Support/SupportNotes/sn0039.HTM   (497 words)

  
 SpinRite Exclusive Features   (Site not responding. Last check: 2007-10-23)
SpinRite selectively disables and enables a drive's read caching, write caching, read-ahead buffering, on-the-fly sector relocation, on-the-fly error correction, dynamic servo thermal re-equalization, early and late ECC error correction, and other advanced features in modern drives.
This information is used to determine which advanced drive features are available, and to determine which specific data-to-flux-reversal encoder-decoder is being used by the drive's manufacturer.
Since SpinRite is operating upon the drive's surfaces, it must work in terms of the physical drive which is hosting the compressed partition, rather than the logical compressed partitions that have been created from the physical drives.
www.grc.com /srfeatures.htm   (1417 words)

  
 3sg413.htm
Gouraud shading, in "Quake's Lighting Model: Surfacing Caching" (M.
lighting, surface-based, in "Quake's Lighting Model: Surfacing Caching" (M.
surface caching, in "Quake's Lighting Model: Surfacing Caching" (M.
www.cstone.net /~bachs/ddj/3sg413.htm   (322 words)

  
 IGDA Forums - Caching Screen to Offscreen Surface Problem   (Site not responding. Last check: 2007-10-23)
I am programming in DirectX and i want to cache a screen so that i can just blit the screen back so that i don't have to render the entire scene again and again.
But when it came to caching the Depth Stencil buffer, i don't know how to.
i thought a surface blit is faster than RenderToTexture (thats cuz i have used DirectX 2 where surface blit is all i have).
www.igda.org /Forums/showthread.php?postid=126941   (823 words)

  
 Surface Caching Revisited, Quake’s Triangle Models, and More
In the late 70’s, I spent a summer doing contract programming at a government-funded installation called the Northeast Solar Energy Center (NESEC).  Those were heady times for solar energy, what with the oil shortages, and there was lots of money being thrown at places like NESEC, which was growing fast.
Of course, most of the time programmers really are rational creatures, and the more information we have, the better.  In that spirit, let’s look at more of the stuff that makes Quake tick, starting with what I’ve recently learned about surface caching.
Our next engine at id Software will be oriented heavily toward hardware accelerators, and at this point it’s a toss-up whether we’ll use surface caching, Gouraud shading, or two-pass lighting.  I’ll keep you posted.
www.bluesnews.com /abrash/chap69.shtml   (142 words)

  
 [No title]
A separate window ("World Space") allows the user to specify the eye point, the direction of projection, the projection surface, the light sources (3), etc. The world view can be merged with the view window on sufficiently fast machines.
The basic interaction metaphor is that of manipulating the object in a "pool of water," the surface of which forms the cutting plane.
Second, the surface of this volume is semi-transparent, thereby affording occlusion cues during target acquisition.
www.research.microsoft.com /users/kenh/papers/spatialbib.txt   (13218 words)

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