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General Discussion / Re: Buf3D Multiresolution Technology (video)
« on: November 20, 2013, 12:38:26 PM »
Hello nuninho1980

I'm evaluating the option of leaving an executable demo.
For this  I need to disable some unnecessary options.
Briefly hope to have a "correct" version.

It will be interesting to see his performance in a powerful graphics card.
Currently the Radeon-6310 generates 54M triangles/s (demo Geeks3D instances)
But in this graphics card, Geometry Shaders drastically reduces performance, so by this multiresolution technlogy only 20M triangles/s are generated, but with the desired level of detail :)

Is you are interesting, another (very technical) video are available on

General Discussion / Buf3D Multiresolution Technology (video)
« on: November 12, 2013, 08:57:56 PM »
A new video about the technology implemented in Buf3D is available in

This video demonstrates the use of the GPU to display massive multiresolution models without CPU cost (does not require regeneration of triangles)
A single call to glDrawArraysInstanced enables progressive display of multiple instances of the same geometry, each with the desired level of detail.

The models used for the demo are:
* Bunny.ply (stanford - Triangles 69K)
* Happy.ply (standord - 1M triangles)
* Xyzrgb_dragon.ply (stanford - 7.2 M triangles)
* Lucy.ply (stanford - 28M triangles!)

All the models are generated and displayed in a low end notebook AMD-1215B (only 80 shaders)

Hi Stefan

   For really big models I recommend disabling the automatic quality option (Options-> Automatic quality) before loading the model.

  Disabling automatic quality option, a scroll bar appears at the top that allows us to adjust the resolution of the model, avoiding the bar end this avoids having to load the entire model in video memory.

  For obj files, the cache system is inefficient and requires parsing the file every time. I recommend using ply or 3ds files, then reload from cache is fast.

Best regards,

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