[x3d-public] Calculations for scenes
John Carlson
yottzumm at gmail.com
Thu May 5 18:40:43 PDT 2022
There’s a lot of conversion of graphics shading language to lower level
languages, i think SPIR-V is something like that, but will have to check. I
believe shading languages can also be converted to CUDA, but that seems
like a parallel move. WebGPU is converted to Vulkan, for example.
On Thu, May 5, 2022 at 5:19 PM Konstantin Smirnov <
konstantin.e.smirnov at gmail.com> wrote:
> By the way, is there a chance for improving performance of algorithms that
> can be written in php by automatically converting into CUDA computations?
> If make some algorithms and call them from x3d, then make in CUDA
> computations
>
> пт, 6 мая 2022 г., 00:57 Konstantin Smirnov <
> konstantin.e.smirnov at gmail.com>:
>
>> Thanks. Yes, my engine can solve combinatorial and such problems very fast
>> I thought it might be good for fast rendering, any improvements. But how
>> to get this easy understanding and well approved.. Existing methods, can
>> they solve these problems fast and what are possible improvements, that are
>> easy to understand and do
>>
>> For example, via Ajax we can pass data to engine, improving performance
>> of scenes working, any such constraint programming applications?
>> D wave quantum isn't available in all countries
>>
>> пт, 6 мая 2022 г., 00:29 John Carlson <yottzumm at gmail.com>:
>>
>>> Look into HAnim, Rigid Body Physics, Collisions, Volume Rendering,
>>> Particle Systems. Ray Tracing and Ray Marching are pretty standard for
>>> finding intersections and computing lighting, and some solutions include
>>> gridding or octrees. I don’t know if there’s a standard for “global
>>> illumination” yet. Things are moving towards PBR solutions.
>>>
>>> OC, there’s lots of areas to investigate! Maybe look into quantum
>>> lighting effects? Maybe try to solve hard math problems in quantum
>>> computers.
>>>
>>> It gets a lot easier if you try to focus on one domain instead of
>>> generic systems. Choose what interests you!
>>>
>>> Im I’m guessing you’re referring to NP solutions to math problems?
>>>
>>> John
>>>
>>> On Thu, May 5, 2022 at 4:03 PM Konstantin Smirnov <
>>> konstantin.e.smirnov at gmail.com> wrote:
>>>
>>>> Thanks a lot! Ideas are fast calculations for scene updates, algorithms
>>>> of computations that require hard math systems. If there are any, good to
>>>> see
>>>>
>>>> чт, 5 мая 2022 г., 23:59 John Carlson <yottzumm at gmail.com>:
>>>>
>>>>> For X3DOM (web), i would focus languages that compile to WebAssembly
>>>>> (WASM). As far as up-and-coming languages that compile to WASM, i think
>>>>> Rust is becoming more and more popular.
>>>>>
>>>>> I have not focused on WASM, because AFAIK, DOM manipulation must be
>>>>> done in JavaScript.
>>>>> Updates to this are welcome!
>>>>> Good luck!
>>>>>
>>>>> John
>>>>>
>>>>> On Thu, May 5, 2022 at 3:40 PM Konstantin Smirnov <
>>>>> konstantin.e.smirnov at gmail.com> wrote:
>>>>>
>>>>>> Hello
>>>>>> Suppose we have very fast calculations for scenes. Some math engine
>>>>>> How can it be applied to x3dom?
>>>>>> Improving scenes, performance
>>>>>> For example, constraint programming, which engines are the most
>>>>>> popular and powerful and how they can be used for improving performance?
>>>>>>
>>>>>> Do you know what are the most popular constraint programming engines,
>>>>>> are they used for improving performance, in USA also, and how big is the
>>>>>> concurrence in this area?
>>>>>> _______________________________________________
>>>>>> x3d-public mailing list
>>>>>> x3d-public at web3d.org
>>>>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>>>>
>>>>>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://web3d.org/pipermail/x3d-public_web3d.org/attachments/20220505/b658ec9f/attachment-0001.html>
More information about the x3d-public
mailing list