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Posts tagged ‘Sorting’

[Week 6] Well… that was embarassing

So.. I spent most of the week trying to implement a sorting algorithm. I never did that well to begin with, nothing seemed to work quite as I imagined, and I trawled through several papers trying to write my own sorting algorithms.

Nothing of this had any success, so before the weekend, I decided to use some existing projects for sorting. None of which seemed to work properly.


In short. NOTHING. ¬†WHATSOEVER. Worked. Apart from my particle kernel. But that one was really simple, nothing much to screw up there. But.. in my desperation, I, today decided to install new drivers. And… it suddently works. Thanks a bunch Nvidia. I had broken drivers all along.


So now I have working depth sorting. I’ll post a simple run-through of the “algorithm” later. ¬†And a video. Even if the particle kernel and test emitter still looks the same, this means I can start doing other things. For this evening, I will be clearing up my code however. A video will come at a later time.

[Week 5] Sitrep! More sickness and overall confusion!

So, turns out my body decided it was a good idea to ground me for a few more days. Losing a few days off of the end of last week. I’ve been trying to read into and make my own parallel sorting algorithm implementations, but all my efforts so far have been rather.. pointless. The resulting sorting kernels have had underwhelming performance. Sorting on my schedule was supposed to be done with this week, but I can’t get my own things to work at an acceptable rate. I will likely just resort to using existing code (like, for example, NVIDIAs SDK) as it would seem that understanding and implementing a fully proper parallel sorting algorithm is currently beyond me.

I hope to, by the end of the week, be able to sort particles by depth. I will not reorder any particles, as this would chug up considerable amounts of time on reordering ALL related blocks, such as color, movement vector, etc. Instead I will have a VBO index buffer to dictate the draw order of my particles on screen. This means I can reduce the sorting calls to whenever I want them. Sorting after each iteration will, as it looks now, just chug up valuable compute time.