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Message boards : News : Screensaver Demo
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| ID: 41203 | Rating: 0 | rate:
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Sweet! | |
| ID: 41206 | Rating: 0 | rate:
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You never did say if GPU crunchers can use this screensaver in the other thread.. | |
| ID: 41209 | Rating: 0 | rate:
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The explanation given for GPU interaction could have seemed a bit cryptic in retrospect. In short, yes, any application, whether it interacts with the GPU or not will function, albeit a little more slowly while MilkyWay@Home is crunching on a double precision floating point GPU. The screensaver does not rely on GPU's so it should have no effect for or against the screensaver. | |
| ID: 41210 | Rating: 0 | rate:
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awwww, i just got a new iMac with a ATI card.. and now i have to wait longer. :( | |
| ID: 41211 | Rating: 0 | rate:
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Great work Shane: | |
| ID: 41212 | Rating: 0 | rate:
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Really looks nice! Great job! | |
| ID: 41219 | Rating: 0 | rate:
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[quote]Color seems to be the popular choice so far, but additional votes are welcome. | |
| ID: 41220 | Rating: 0 | rate:
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Hi David, Hi everyone here! Despite a less amount of CPU job during screensaver mode, I think a nice and colorful one would be a good promo for the project: you know, many BOINC users choose projects depending on a brilliant graphic or not. I think you can try to develop a screensaver nice for the eyes and not so "vampiric" for the CPUs: the main result for the project as credits growth will tell if we're right! | |
| ID: 41221 | Rating: 0 | rate:
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Hi Dreamer | |
| ID: 41222 | Rating: 0 | rate:
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Another vote for color! | |
| ID: 41223 | Rating: 0 | rate:
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Is the yellow bit the part that we crunched? -Koen Visser Yes, the SDSS wedge spanning out from Earth is used to determine the best fit for the Sagittarius Stream. The wedges are displayed in yellow because only the F-stars are shown. F-stars have the least error when calculating star position. The bright spot on the wedge indicates where the stream (shown in blue) intersects it although the precise position and shape of the stream is the problem that is being solved (the stream shown is one of many estimations). A different wedge is calculated every month or so and the compilation of the results is ongoing (as is the SDSS survey). I've modified the demo image for this thread to include a more accurate model of the Milky Way by changing the original ESO image that the Milky Way stars are sampled from. Seeing the change may require refreshing the browser (ctrl or apple-R) for those who are viewing it a second time. | |
| ID: 41225 | Rating: 0 | rate:
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I run up to four GPU's at a time, so how would this affect the screen saver, if at all? -David Glogau* It shouldn't effect the screensaver adversely at all. I was told by the person that wrote the NVIDIA GPU code that the GPU applications free up the CPU by about 90% although 4 GPU's I imagine might use about 50% of the CPU at idle. If the screensaver were able to tap this resource it would change matters altogether. In retrospect, having a double precision GPU might be advantageous if one were to assume that the BOINC automated graphics pinching function is able to see this opportunity and allow the screensaver more CPU time as a result. I will look into it. It is also worth mentioning that the team is using the currently crunched data to form an N-Body simulation to representing the findings so far. The N-body simulation will also use distributed computing to calculate stream motions and will be run alongside the "separation" application. We appreciate all your help! The N-body project should be done in the next few months and it will have a screensaver of its own using the same screensaver infrastructure. I should have a demo at least for Windows up by tomorrow. The Linux and Mac ports will be up shortly after. If things go well, I will begin releasing the modified main applications. | |
| ID: 41246 | Rating: 0 | rate:
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The color looks much better the black and white. It helps to visualize the pictures better. I think the Milkyway could be toned down just a tad so it doesn't look as bright. | |
| ID: 41251 | Rating: 0 | rate:
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The color looks much better the black and white. It helps to visualize the pictures better. I think the Milkyway could be toned down just a tad so it doesn't look as bright. -banditwolf The brightness is touchy. I like to create a little over-brightness in the blue to maximize the contrast, but the tiniest amount over and resolution is lost since the Milky Way is relatively small compared to the wedge. On top of this, the effect of multiplying intensity changes over the thousands of stars used to draw the Milky Way leads to a relatively large difference resulting from a change of even 1 unit intensity per star. This problem could be overcome by a number of techniques, but I will try to solve by adjusting the view distance to simplify things for now. This should be a little better (changing the thread image as well). Original image here. The demo that will be released allows interaction through the keyboard and screenshots (Prnt Scrn key on PC), so anyone that would like to can submit enhancement ideas. I look forward to seeing them! | |
| ID: 41253 | Rating: 0 | rate:
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Wow, it's so pretty - I don't suppose you could also release a dedicated standalone version? XD | |
| ID: 41268 | Rating: 0 | rate:
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Colour. | |
| ID: 41272 | Rating: 0 | rate:
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Yes, yes, yes, yes, yes. I am so glad to be living in these days when I can be part of something like this. Even if what I am adding to the whole is not significant right now, just being part of it is wonderful. I really dig where your are going with the screensaver. I vote for color. | |
| ID: 41280 | Rating: 0 | rate:
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The coloured version looks very nice! | |
| ID: 41298 | Rating: 0 | rate:
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Another idea to optimize the sceensaver: | |
| ID: 41299 | Rating: 0 | rate:
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"Wow, it's so pretty - I don't suppose you could also release a dedicated standalone version? XD -Emanuel The standalone is used to test and design the screensaver routines very quickly and it is easily made available, so the demo being released could be called the standalone version. "It seems you try to display a lot of points (stars). I guess many of them will be very close (at lest on the screen). Would it be possible to reduce the data to display by some kind of "abstraction" ? Maybe you can select only some representatives of the whole star dataset, based on distances to each other. Another idea would be to "merge" several stars together, and replace them by one star with an "averaged" position and brightness. What do you think? - Frankm Absolutely! I have been kicking this idea around since the start of the project, but there are a few issues. The stars could be cut up into sections and averaged by using an inverse tree. This is similar to what is done when rendering textures at further distances. This tends to create a flickering effect during the transition that I considered undesirable for the screensaver. It could be overcome completely by waiting until stars were less than an 8th of a pixel apart to use their average. This did not seem necessary for the screensaver as it is now, but this mehthod would be critical for a larger-scale application using millions of stars and a larger range of distances. "About the ATI GPU version: I have a relatively fast ATI Mobile HD 5850 in my new laptop, - Frankm We are working on a way to do that for the N-Body computations. It is too early to say for sure at the moment, but one idea was to split up each double precision value needed into three or four floating point operations. It would be slower than direct float-based math, but potentially useful if it allowed full use of the GPU. Edit: this idea would actually produce slower results than not using the GPU on closer inspection. Matt A. and Ben have told me that the N-body will rely on double-precision math as well. The screensaver could benefit from using single precision enhancements, but this would most likely be implemented in later versions. "The wedge on the preview screenshot basicially looks like a slice moving in 3D. Maybe you could use a 2D surface to render the wedge into, and then let OpenGL project the data onto the "slice" in 3D?" -Frankm That is clever. I hadn't thought of it. It would produce flattening and make the wedge invisible from certain angles, but other angles could potentially get a boost in speed. The library already uses textures for the individual stars so it is hard to say how much faster it would be without testing. Open-GL might be able to accelerate the current star draws as well, but CPU code was chosen for maximum compatibility in this revision and also because there does not seem to be native GPU support for pixel-summing with textures. This might require GPU programming. | |
| ID: 41303 | Rating: 0 | rate:
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I think that card should support doubles. Nearly all of the 5xxx series do, except randomly a couple don't. | |
| ID: 41304 | Rating: 0 | rate:
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I have a question that didn't hit me till now.. | |
| ID: 41310 | Rating: 0 | rate:
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Most screensavers for BOINC projects only keep showing till the current WU is finished ..then the screensaver goes away when the new WU starts crunching..what will happen if a GPU user opens up the screensaver being that it only takes me about 1:14mins to complete 1 WU? -ztmike That's interesting. BOINC controls screensaver activation and resource use. It may automatically terminate a screensaver under certain circumstances. If it does terminate the screensaver early, it is something I could discuss it with the BOINC team since it would be highly undesirable. I would consider it a bug. Please feel free to let me know if this happens after the initial release. | |
| ID: 41311 | Rating: 0 | rate:
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Maybe it would help to look at the "abstraction" problem from the astrophysics point of view? You could merge stars based on their distance and mass/brightness once, and then use this abstracted dataset for the screensaver. If you are already looking at N-Body simulations, you could possibly re-use a spatial tree representation (like a barnes-hutt octtree); the end nodes of such a tree could be candidates for merging. Would it be possible to allow the user to control the amount of abstraction?
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| ID: 41328 | Rating: 0 | rate:
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"Maybe it would help to look at the "abstraction" problem from the astrophysics point of view? You could merge stars based on their distance and mass/brightness once, and then use this abstracted dataset for the screensaver. If you are already looking at N-Body simulations, you could possibly re-use a spatial tree representation (like a barnes-hutt octtree); the end nodes of such a tree could be candidates for merging. Would it be possible to allow the user to control the amount of abstraction?" -Frank That is an interesting idea, and a commonly used one for physics approximations. Some physics team members of the MilkyWay@Home team suggested as you did to merge stars, while the computer science members tended to suggested skipping stars (I had the same idea). I tried skipping stars, however it became impossible to see the density distributions without increasing the size of the blurs. Losing the over-densities is undesirable since the point of the separation research is to match them to the stream. Increasing the size of the blurs creates similar overhead and makes things look "fuzzy" as one user pointed out which many people have indicated is also undesirable. User control is simple to implement for any features you would like to recommend, either through an 'ini' file or through the use of function keys. | |
| ID: 41330 | Rating: 0 | rate:
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An other vote for color. | |
| ID: 41334 | Rating: 0 | rate:
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I just looked up the specs on the ATI website. It seems that most of the newer cards support doubles, except for the Mobility cards. In a knowledge base article (http://developer.amd.com/support/KnowledgeBase/Lists/KnowledgeBase/DispForm.aspx?ID=88) they state that only the Mobility Radeon HD 4800 Series supports doubles. Mobility Radeon HD 5850: # TDP: 30-39 Watts (GDDR5) or 31 Watts (GDDR3/DDR3) # Engine clock speed: 500-625 MHz # Memory bandwidth: 64 GB/sec (GDDR5) or 28.8 GB/sec (GDDR3/DDR3) # Polygon throughput: 500-625M polygons/sec # Processing power (single precision): 0.8-1.0 TeraFLOPS (and no double precision...) Radeon HD 5850: # Maximum board power: 151 Watts; Idle board power: 27 Watts # Engine clock speed: 725 MHz # Memory bandwidth: 128 GB/sec # Polygon throughput: 725M polygons/sec # Processing power (single precision): 2.09 TeraFLOPS # Processing power (double precision): 418 GigaFLOPS | |
| ID: 41338 | Rating: 0 | rate:
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...they state that only the Mobility Radeon HD 4800 Series supports doubles.Yet they claim 128-bit precision on all operations on, say, the 530V line. Why bother? | |
| ID: 41411 | Rating: 0 | rate:
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First on topic another vote for color | |
| ID: 41425 | Rating: 0 | rate:
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I see its been 32 days since last reply..any updates on the screensaver release? | |
| ID: 42154 | Rating: 0 | rate:
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I am back on the project after being unexpectedly pulled away on personal business for some time. Demos will be released in the next few weeks. Testing is needed for all platforms before the first release. | |
| ID: 42351 | Rating: 0 | rate:
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I see multiple blue dots in almost all views but none look like a cube. | |
| ID: 42358 | Rating: 0 | rate:
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Indeed, lots of pretty blue bubbly things fading in and out. They sort of form a cube together, but not really. I also managed to break it at some point - pressed > and everything went black aside from the axes at the top. | |
| ID: 42433 | Rating: 0 | rate:
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Thank you for the feedback. I would be especially interested in computers that do not show anything, but feel free to comment on working runs as well. You can press <tab> to get back to the start. If the speed is turned up too high (e.g. <F9>) it will zoom out so fast that nothing will be visible in a single frame. I do not expect the application will crash although using axes still has a couple bugs as you zoom in very close. Whether or not keyboard inputs and screen updates work is the main focus. The object is not literally a cube of course. It is an arrangement of glowing blurry stars in a cube formation. | |
| ID: 42438 | Rating: 0 | rate:
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Here are two new versions of the test in a zip file. Just extract the file to your desktop (or anywhere else you prefer) and run the two application files. Both files are the same program, but one runs in full-screen mode. If "cube_test.exe" runs on your machine, try the full screen version. As a precaution, it may be wise to close other applications and save work before running the full-screen test. | |
| ID: 42443 | Rating: 0 | rate:
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Wow, it's so psychedelic. Took me a while to figure out how to get it to work. The F keys only take effect once you actually press > or <, and once they do you can't stop it, only go faster or slower and switch between zooming in and out. F5 is a bit too fast for me, I'd recommend F4 (is this dependent on the speed of your PC?). It sort of ends up like an angry white blob - is that intended? The blue edges seem to be divided into two bands instead of a smooth transition, but maybe that's just how it works. | |
| ID: 42449 | Rating: 0 | rate:
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I have added a note that the spacebar will stop the camera motion. Thank you for pointing that out. | |
| ID: 42458 | Rating: 0 | rate:
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Ok got to the cube but my in out controls are < (out) > (in) | |
| ID: 42475 | Rating: 0 | rate:
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Sorry, my in/out controls </> do not work. Maybe because of german keyboard layout? | |
| ID: 42699 | Rating: 0 | rate:
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Someone else had a similar problem. Solution here. | |
| ID: 42893 | Rating: 0 | rate:
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