Minor typo fixing and editing for osd_overview.

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George ElKoura 2015-06-21 18:37:20 -07:00
parent 5423dd6c52
commit 85141c1da4

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@ -36,8 +36,8 @@ OSD Overview
OpenSubdiv (Osd)
================
**Osd** contains device dependent code that reflects *Far* structure to be
available on various backends such as TBB, CUDA, OpenCL, GLSL etc.
**Osd** contains device dependent code that makes *Far* structures
available on various backends such as TBB, CUDA, OpenCL, GLSL, etc.
The main roles of **Osd** are:
- **Refinement**
@ -53,7 +53,7 @@ The main roles of **Osd** are:
- **Cross-Platform Implementation**
Provide convenient classes to interop between compute and draw APIs
They are independently used by client. For example, a client can use only
These are independently used by clients. For example, a client can use only
the stencil table evaluation. A client can call **Osd** compute functions
on its own vertex buffers.
@ -72,12 +72,12 @@ and `adaptive subdivision <subdivision_surfaces.html#feature-adaptive-subdivisio
.. image:: images/osd_refinement.png
:align: center
Once clients create a Far::StencilTable for the topology, then convert it into
Once clients create a Far::StencilTable for the topology, they can convert it into
device-specific stencil tables if necessary. The following table shows which evaluator
classes and stencil table interfaces can be used together. Note that while **Osd**
provides these stencil tables classes which can be easily constructed from Far::StencilTable,
provides these stencil table classes which can be easily constructed from Far::StencilTable,
clients aren't required to use these table classes. Clients may have their own entities
as a stencil table as long as Evaluator::EvalStencils() can access necessary interfaces.
as a stencil tables as long as Evaluator::EvalStencils() can access the necessary interfaces.
+-----------------------------+-----------------------+-------------------------+
| Backend | Evaluator class | compatible stencil table|
@ -144,15 +144,15 @@ control vertices and local points are resolved by the stencil evaluation.
**Release Notes (3.0.0)**
* GPU limit evaluation backends (Evaluator::EvalPatches()) only supports
* GPU limit evaluation backends (Evaluator::EvalPatches()) only support
BSpline patches. Clients need to specify BSpline approximation for endcap
when creating a patch table. See `end capping <far_overview.html#endcap>`__.
OpenGL/DX11 Drawing with hardware tessellation
OpenGL/DX11 Drawing with Hardware Tessellation
==============================================
One of the most interesting use cases of **Osd** layer is realtime drawing of
subdivision surfaces using hardware tessellation. This is somewhat similar to
One of the most interesting use cases of the **Osd** layer is realtime drawing
of subdivision surfaces using hardware tessellation. This is somewhat similar to
limit evaluation with PatchTable described above. Drawing differs from limit
evaluation in that **Osd** provides shader snippets for patch evaluation and
clients will inject them into their own shader source.
@ -160,21 +160,21 @@ clients will inject them into their own shader source.
.. image:: images/osd_draw.png
:align: center
see `shader interface <osd_shader_interface.html>`__ for more detail of shader interface.
See `shader interface <osd_shader_interface.html>`__ for a more detailed discussion of the shader interface.
----
Interleaved/Batched buffer configuration
Interleaved/Batched Buffer Configuration
========================================
All **Osd** layer APIs assume that each primitive variables to be computed
(points, colors, uvs ...) are contiguous array of 32bit floating point values.
**Osd** API refers this array as "buffer". Buffer can exist on CPU memory or
(points, colors, uvs ...) are contiguous arrays of 32bit floating point values.
The **Osd** API refers to such an array as a "buffer". A buffer can exist on CPU memory or
GPU memory. **Osd** Evaluators typically take one source buffer and one destination
buffer, or three destination buffers if derivatives are being computed.
**Osd** Evaluators also take BufferDescriptors,
which is used to specify the layout of the source and destination buffers.
BufferDescriptor is 3 integers struct which consists of offset, length and stride.
that are used to specify the layout of the source and destination buffers.
A BufferDescriptor is a struct of 3 integers which specify an offset, length and stride.
For example:
@ -190,7 +190,7 @@ The layout of this buffer can be described as
Osd::BufferDescriptor desc(/*offset = */ 0, /*length = */ 3, /*stride = */ 3);
BufferDescriptor can be used for interleaved buffer too.
BufferDescriptor can be used for an interleaved buffer too.
+---------------------------+---------------------------+-------+
| Vertex 0 | Vertex 1 | ... |
@ -222,8 +222,8 @@ vertices to be skipped.
Osd::BufferDescriptor srcDesc(0, 3, 3);
Osd::BufferDescriptor dstDesc(n*3, 3, 3);
Also note that the source descriptor doesn't have to start from offset = 0.
This is useful when a client has a big buffer multiple objects batched together.
Also note that the source descriptor doesn't have to start with offset = 0.
This is useful when a client has a big buffer with multiple objects batched together.
----
@ -233,19 +233,19 @@ Cross-Platform Implementation
One of the key goals of OpenSubdiv is to achieve as much cross-platform flexibility
as possible and leverage all optimized hardware paths where available. This can
be very challenging however, as there is a very large variety of plaftorms and
matching APIs available, with very distinct capabilities.
be very challenging as there is a very large variety of plaftorms and APIs
available, with very distinct capabilities.
In **Osd**, Evaluators don't care about interops between those APIs. All Evaluators
have two kinds of APIs for both EvalStencils() and EvalPatches().
- Explicit signatures which directly take device-specific buffer representation
(i.e. pointer for CpuEvaluator, GLuint buffer for GLComputeEvaluator)
(e.g., pointer for CpuEvaluator, GLuint buffer for GLComputeEvaluator, etc.)
- Generic signatures which take arbitrary buffer classes. The buffer class
is required to have a certain method to return the device-specific buffer representation.
The later interface is useful if the client supports multiple backends at the same time.
The methods needs to be implemented for each Evaluators are:
The methods that need to be implemented for the Evaluators are:
+-----------------------+------------------------+------------------+
| Evaluator class | object | method |
@ -264,11 +264,9 @@ The methods needs to be implemented for each Evaluators are:
| D3D11ComputeEvaluator | D3D11 UAV | BindD3D11UAV() |
+-----------------------+------------------------+------------------+
The buffers can use these methods as a trigger of interop. **Osd** provides default
implementation of interop buffer for the most of combination of backends.
For example, if the client wants to use cuda as computation backend and use OpenGL
as drawing APIs, Osd::CudaGLVertexBuffer fits the case since it implements
The buffers can use these methods as a trigger of interop. **Osd** provides a default
implementation of interop buffer for most of the backend combinations.
For example, if the client wants to use CUDA as a computation backend and use OpenGL
as the drawing API, Osd::CudaGLVertexBuffer fits the case since it implements
BindCudaBuffer() and BindVBO(). Again, clients can implement their own buffer
class and pass it to Evaluators.
class and pass it to the Evaluators.