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Path: ...!feeds.phibee-telecom.net!weretis.net!feeder8.news.weretis.net!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> Newsgroups: comp.arch Subject: Re: Misc: Applications of small floating point formats. Date: Sat, 3 Aug 2024 14:33:01 -0700 Organization: A noiseless patient Spider Lines: 82 Message-ID: <v8m7me$3k5d7$1@dont-email.me> References: <v8ehgr$1q8sr$1@dont-email.me> <v8eloq$1qs1a$1@dont-email.me> <v8flo3$23t8l$1@dont-email.me> <v8h4iv$2e5g0$4@dont-email.me> <v8h8hv$2epjk$1@dont-email.me> <v8hg7p$2k3mm$1@dont-email.me> <v8hok5$2lec3$1@dont-email.me> <v8hruh$2m1tt$1@dont-email.me> <v8hv6d$2mklf$1@dont-email.me> <v8i709$2o7ho$1@dont-email.me> <v8jsbj$32llf$3@dont-email.me> <v8jt09$32d0h$1@dont-email.me> <v8k1gu$33ib3$4@dont-email.me> <v8k3qd$37juv$2@dont-email.me> <v8kfed$39ic7$3@dont-email.me> <v8ltr4$3it4o$1@dont-email.me> <v8m3vt$3jr42$2@dont-email.me> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8; format=flowed Content-Transfer-Encoding: 8bit Injection-Date: Sat, 03 Aug 2024 23:33:03 +0200 (CEST) Injection-Info: dont-email.me; posting-host="c5d5c7fe7b787c73b28f56e08a59c030"; logging-data="3806631"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+rUXYJgcdU+2O/UhLPAx4raJEcXHmth7I=" User-Agent: Mozilla Thunderbird Cancel-Lock: sha1:sjs4MEStRSpZp8/kla07c3g6Mr4= In-Reply-To: <v8m3vt$3jr42$2@dont-email.me> Content-Language: en-US Bytes: 4658 On 8/3/2024 1:29 PM, BGB wrote: > On 8/3/2024 1:44 PM, Chris M. Thomasson wrote: >> On 8/2/2024 10:33 PM, Lawrence D'Oliveiro wrote: >>> On Fri, 2 Aug 2024 21:14:33 -0500, BGB wrote: >>> >>>> On 8/2/2024 8:35 PM, Lawrence D'Oliveiro wrote: >>>> >>>>> On Fri, 2 Aug 2024 17:18:17 -0700, Chris M. Thomasson wrote: >>>>> >>>>>> Taking a screen shot? glReadPixels is okay, right? >>>>> >>>>> That means grabbing the whole screen, regardless of what else it might >>>>> be showing, assuming your window it not occluded, and it further >>>>> assumes you have a screen to grab from. This kind of precludes running >>>>> the renderer as a batch, background process. >>>> >>>> The glReadPixels call doesn't grab an image from the OS desktop, but >>>> rather from one of the internal framebuffers associated with the OpenGL >>>> context. >>> >>> Still lousy performance, though. That is simply not considered a serious >>> usage scenario for OpenGL. And not for any other on-screen 3D API, as >>> far >>> as I’m aware. >> >> Afaict, it's fine for taking a snapshot. I used it to create the >> following animation as a series of frames: >> >> Fractal Boom Box: >> >> https://youtu.be/n13GHyYEfLA > > Yeah. > > If you want it for a screenshot or final rendered output, it is fine. > > If you want to fetch images to feed back into textures, maybe not so > great performance-wise, but if offline rendering and one doesn't have > FBOs, it is fine... > > Like, one doesn't need to try to hold 60 fps for their batch renderer or > something. :^) Iirc, taking the screenshots per frame to create an image stack, well, it reduced the fps for my scene... > Only obvious drawbacks I see is mostly: > One needs an OpenGL implementation (that works to some acceptable level); > It is not a raytracer, if one wants/cares about raytracing. One can implement a raytracer in OpenGL for sure, not easy, but doable. I think DirectX 12 has support for it directly... Anyway, a fun part is using a fragment shader to do some distance estimated ray marching in the GPU. I remember that the PlayStation 3 had a "special version" of OpenGL. PS5 has something called GNMX. Never used it before. > But, as I see it, which is "better" more depends on desired use-case: > Want "photorealism" or a "realistic" look, > use a raytracer/path-tracer; > Want something cartoon like, rasterization makes sense. > And, as I see it, may actually be preferable in terms of aesthetics. > > If you want bright, brightly colored, and glossy, rasterization gives > this effect easily. If you want something dimly lit and "grungy", then > raytracing is a good fit. > > > But, if one wants stylized cartoon-like humanoid characters in a > raytraced setting, it looks a bit, off. > > > And, likewise, if one wants rasterization, OpenGL serves this use case > well. > > And, if you want a raytracer, look elsewhere. I think compute shaders can be used for some raytracing... :^)