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MindSpunk | 1 month ago

Drawing lots of single pixels with alpha blending is probably one of the least efficient ways to use the rasterizer though. A good compute shader implementation would be substantially faster.

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akomtu|1 month ago

At 1M points it hardly makes a difference. Besides, 1 point -> 1 pixel mapping is good enough for a demo, but in practice it will produce nasty aliasing artifacts because real datasets aren't aligned with pixel coordinates. So you have to draw each point as a 2x2 square at least with precise shading, and we are back to the rasterizer pipeline. Edit: what actually needs to be computed is the integral of the points dataset over each square pixel, and that depends on the shape of each point, even if it's smaller than a pixel.

dheera|1 month ago

Aren't we at petaflops now with GPUs? 1M or even 1G points should be no issue if it renders to a framebuffer and doesn't go through mountains af JS framework rubbish followed by mountains of GTK/Qt/.NET rubbish.

dapperdrake|1 month ago

No difference for human visuals or no difference for discrete data or no difference for "continuous" f32 data?