Minutes from 122-nd OpenVDB TSC meeting, February 22nd, 2022, (EDT) Attendees: *Ken* M., *Jeff* L., *Nick* A, *Dan* B., *Rich* J., *Andre* P. Additional Attendees: Sebastian Gaida, Xavier Martin Ramirez (ILM), Greg Hurst (United Therapeutics), Kyle Wardlow (United Therapeutics), Bruce Cherniak (Intel) . Regrets: None Agenda: 1) Confirm quorum 2) Secretary 3) Forum 4) Rasterizing VDB from Particles 5) Next Meeting -------------------- 1) Confirm quorum Quorum is present. 2) Secretary Secretary is Andre Pradhana. 3) Forum a) Google Forum v.s. Github Discussion Ken will post on the Google Forum to encourage people to embrace Github Discussion. Dan will post on the Github Discussion to say that you should also see the Google Forum. b) Blosc There are two issues related to Blosc. Nick will take a look at it. c) VDB Print and VDB memusage Someone uses VDB Print and sees a discrepancy between the expected VDB memory value with the one printed. This shows that delayed loading is working. Ken thinks that we should just provide "(out-of-core)" printing. All you need to know is the number of leaf nodes and the type of data to know what is the in-core memory usage. Providing these numbers without loading the VDB is useful. d) NanoVDB (Github Discussion 1307) This question is from Sebastian Gaida. 4) Rasterizing VDB from Particles Dan and Xavier Martin Ramirez did a presentation on rasterizing VDB from particles. Several points: - This is different from Nick's work on particle rasterizer. This seems to have more applications in rendering, e.g. in the context of volumetric motion blur. Nick's work is in the context of particle-skinning and creating a level set from points. - This tool is to rasterize attributes to VDBs, e.g. in the context of rasterizing camera motion blur particles. It can rasterize density, mask, integer, float, and vector. It does clipping based on frustum. - Unique to this tool is rasterization to frustum grid. - Xavier shows that their approach to associate a voxel with a pixel on the screen will keep rendering the VDB to more efficient than rendering points. Memory usage is lower because we have fewer voxels than particle numbers. The output from volume and particle renderings look identical. The timing to finish a volume render using this approach is also faster compared to particle based rendering. - Nick is interested in a graph that demonstrates performance over time in relation to underlying resolution. - Dan talks about the different modes it supports: accumulators, max, and average. - It supports the use of mask. - This is based on scatter method. Nick's implementation is based on gather because he targets level sets applications, SIMD optimization, and prioritizing thread synchronization. - It targets different use cases as Nick's point rasterization, so both methods should coexist in OpenVDB. - Nick will talk about his point rasterization PR the next time. 5) Next Meeting Next meeting is in one week, March 1st, 2022. 1pm-2pm EST (GMT-5).