Asynchronous simulation loop#290
Draft
alxbilger wants to merge 11 commits into
Draft
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Rendering and simulation loops run asynchronously. This allows different update frequencies. The rendering loop enables VSync, such that it runs at the frequency of the monitor (in my case 60 Hz), while the simulation loops runs as fast as possible.
The rendering and GUI is always responsive, even for slow simulations, running much slower than the rendering frequency. On the opposite, if the simulation is much faster, the rendering loop always runs at the frequency of the monitor, limiting the accesses to GPU resources.
Until now, the rendering and simulation loops were run sequentially. With the asynchronicity, the accesses to the scene graph and SOFA data structures becomes thread-unsafe. To allow to keep rendering a mesh responsively, the scene to be rendered is captured at every simulation tick. The rendering loop always renders the latest snapshot.
To do:
VisualParamsthread-safetyOglSceneFrameDrawToolfeatures (lighting, blending etc)Example where the sim runs faster than the rendering:
simu_faster.mp4
Example where the rendering is faster than the sim:
sim_slower.webm