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use mrt to improve picking perfomace#1502

ouzhou started this conversation inIdeas
Jan 17, 2025· 1 comments· 3 replies
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Logically speaking, to implement picking functionality, it typically requires rendering twice. However, by utilizing WebGL2's MRT functionality, two results can be output in a single render, with one directed to the framebuffer for pixel color computation. This approach could potentially improve performance.

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Replies: 1 comment 3 replies

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Hi@ouzhou,

I completely agree. I found out about this recently, while trying to implement force-directed layout algorithms using WebGL. Unfortunately, it was after having implemented the picking in sigma.

I hope to rework the picking that way for thev4 hopefully in 2025, in the same time we tackle the z-indexing issues, probably usingOIT.

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@ouzhou
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I am also implementing various GPGPU layout algorithms, and I find some open-source code that you can refer to.

https://github.com/cosmograph-org
https://github.com/antvis/g-webgl-compute

@ouzhou
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Moreover, I believe reducing boilerplate code is important; you can consider using foundational libraries like regl.

@ouzhou
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You can definitely use depth to solve z-indexing issues

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