DustyD's Profile User Rating: -----

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User is offline Jul 28 2013 03:07 PM
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  1. In Topic: Modern high performance OpenGL, need advice!

    Posted 28 Jul 2013

    Hi everyone, thank you for the wealth of replies!

    @vividextance, the super bible is very cool, it has confirmed my concerns about the extensions supported on my machine and how vertex array objects and shaders can be used rather than vertex pointers and friends.. This tutorial collection really does get one started :D!

    Now I also had a look at http://sol.gfxile.net/cubes.html, where someone tries find the most suitable technique for rendering a very large amount of identical cubes.. In his results table at the end he suggests that ARB_instanced_arrays has the highest render speed as well as using texture memory..

    After reflection on all of this, I will now change all my code to work with vertex array objects and shaders in the same way they are used in the bible toolkit source, ie one vertex array per separate render object.. Once that works I will mess about trying to find ways to optimize that design decision..

    @snoopy11, I have used display lists extensively and they do end up quite slow compared to VBOs with STATIC_DRAW on the machines that I have used (never great graphics capabilities anyway), it may also be something to do with how many calls I place in the DL, but I have definitely moved on from them because they are/will be deprecated after all, and almost everything that will be rendered will be transformed eventually! Thankyou!

    @ButchDean, Thankyou for your insight, I completely understand that I must balance effects with performance. I have read about the newer geometry and tessellation pipeline stages, and I am would love to use geometry shading but they are definitely not supported on my machine..

    I will provide a better description of ultimately what I want to achieve with this:

    This is a really ambitious project in which I wish to create a CAD and simulation environment for the concept design and modelling of the behavior of solid-state quantum systems. I am first targeting to model the behavior of single-electron transistors used as biosensors that can potentially sense individual bio-molecules.

    Now I know of and can acquire experimental data for many quantum-mechanical characteristics of such systems such as materials dimensions (think quantum-dots), crystal structure and electronic structure (approximately only). Most of the electronic behavior in a quantum system will be a function of this data. I want to allow a user to create the system graphically like you could with blender3d say, but with complete specialization towards quantum-system modelling, so the project is completely consistent with this aim.

    The biggest problem with this is that if it were to become useful it would require very high performing hardware. Although I think this kind of program should require such hardware anyway it would be nice to get it working on more common/available hardware for the sake of the open-source community and scientific education.

    So now translating user requirements this means my requirements of OpenGL are that I can efficiently render a potentially large collection of atoms into shapes created by the user, and that upon an event in a localized area in that collection, a physical quantum effect is depicted graphically using meshes, waves and other primitives.. So the software needs complete knowledge about each atom being rendered because it is ultimately linked to the simulation engine.

    The kind of scenario that I am looking at:

    An atom is dislocated by an event caused by some particle: The atom in question must be updated, as well as the new mechanical structure of the lattice, so all the atoms in the vicinity of the dislocated atom must be updated. This then has an effect on the electronic structure of the system, which at this scale may be completely different from the original lattice. This data is then used for simulation of other events.

    In conclusion for now I will follow the super bible and use vertex array objects for every atom and other primitives, as I may be able to get away with rendering more than 10k atoms, which is of the order of magnitude of the single-electron device that I am targeting...

    Thankyou all for your advice, I have learnt many new things here! Sorry for the long post, I am quite excited about this project!
  2. In Topic: Modern high performance OpenGL, need advice!

    Posted 25 Jul 2013

    Thankyou vividexstance,

    No I have not read this! I will look into it and update my post! Thankyou very much!

    dustyd
  3. In Topic: Ajax with PHP problem...

    Posted 19 Aug 2012

    Thankyou JackOfAllTrades, that was incredibly accurate and useful information. Everything works as expected.
  4. In Topic: How can I do this?

    Posted 19 Aug 2012

    Hi Acrene, you could start by downloading a webserver. I would recommend apache webserver. If you read the documentation that comes with it will tell where to put you website files and how to edit the config files of the server. It's quite intuitive to understand. I have apache2 on linux and that is all i'm used to so it could be different if your using windows.

    To create the website you could use a combination of html css javascript php asp and others. If you need one you can use a database system like sql that is well supported by php and asp...
  5. In Topic: D-Wave has announced they're selling a quantum computer commercial

    Posted 4 May 2012

    DWave have been developing there computer for a long time now. On their home website you can find the lectures from David Deutsch explained briefly how to go from quantum mechanics to quantum information and computing. However, I have found that some experts and academics are skeptical of the capabilities of their device as it is not clear as to how they achieved what they claim...

    Because of the continuum of states that a quantum particle can be in, ie anywhere between spin -0.5 (0) and spin +0.5 (1) but never there at a defined instant in time. When there are a system of quantum particles, let's say two, that's what constitutes the qbit. This is where the physics becomes really weird and counter-intuitive, as both states of each particle, if controlled properly, can be correlated, which is called Entanglement. This means, that these particles have effectively encrypted the information.

    The way that the information is retrieved is even more confusing, please refer to a text book on Quantum Information! Essentially it has to do with the quantum effect of measurement. When a user makes a measurement of someone elses entangled qbit, they destroy it! And the other person never has to make a measurement on that qbit, so all is well!

    These are all amazing things, but they are actually incredibly difficult to realize. The DWave processor that I know of takes up a 10 m squared room, which is mostly just cryogenic systems that help keep that quantum particles in their desired positions and states at less than 5 Kelvin.. They have documentation on some of the functional principles but it is mostly snippets of mathematical derivations based on experiments that are not documented or described in any way. And the best they can do with that reliably at the moment are simple calculations.

    The greatest problem to overcome for Quantum Computers to become a reality is the ability to control single quantum particles (quantum dots) and make circuitry that can interface these particles effectively.

    There is a lot of work to do!

My Information

Member Title:
D.I.C Head
Age:
24 years old
Birthday:
February 1, 1990
Gender:
Location:
England
Interests:
Electronics, Programming, Nanotechnology, Music, Skateboarding and Cycling
Years Programming:
2
Programming Languages:
C
C++
Java
bash-tcsh
Perl
asm x86

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