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Was thinking today about visualizing 3D processes (like atmosphere dynamics) and was thinking how to efficiently animate that. And I believe we can "construct" the animation where we go through each timestep and construct the 3D texture. Then we cache that small Uint8 texture and swap it out in the shader each frame. If the full size isn't too much. We can also store all of them on the GPU and get a really smooth animation.
😄 that's #259 ! naively, but if I read you correctly that is the one. My goal there was to read data incrementally, so that even if data doesn't fit is ok, we can still go through all of the time steps.
No this would be different from #259. However, I have thought of a rough foundation for #259. Where we create three 3D textures. Then while it's animating it grabs the Next chunk and turns it into a texture and swaps out the texture that just finished animating.
This is for4D data. [W, Z, Y, X] where the data is spatially volumetric and changes over time.
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lazarusA commentedon Sep 19, 2025
😄 that's #259 ! naively, but if I read you correctly that is the one. My goal there was to read data incrementally, so that even if data doesn't fit is ok, we can still go through all of the time steps.
TheJeran commentedon Sep 19, 2025
No this would be different from #259. However, I have thought of a rough foundation for #259. Where we create three 3D textures. Then while it's animating it grabs the Next chunk and turns it into a texture and swaps out the texture that just finished animating.
This is for4D data. [W, Z, Y, X] where the data is spatially volumetric and changes over time.