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Introduction
This release introduces our new Vulkan-based graphics engine, a major step forward in performance, visual quality, and platform longevity. As simulation sizes continue to grow, and engineers demand more responsive visualization, we’ve built a modern rendering engine that makes post-processing faster, smoother, and more future proof.
With this update, users can expect 3x to 400x faster graphics, especially with large, complex datasets. A new GPU-based Order-Independent Transparency (OIT) pipeline, enhanced lighting modes, improved particle rendering, GPU-based vector arrowhead billboarding and Multi-Sampled Anti-Aliasing (MSAA) deliver a step-change in interactive performance. This is the foundation for years of innovation to come.
This new graphics engine has been designed and tested to operate on all environments supported by Tecplot Focus, whether you have a discrete, integrated or virtual GPU. Or even if you’re running software rendering on a CPU. For best performance, we recommend that you run Tecplot Focus on a system equipped with a discrete GPU and the latest native drivers installed.
Faster Graphics
The most significant benefit of the new Vulkan-based rendering engine is a substantial increase in graphics performance across all platforms. All users should notice faster, smoother visualization, especially when working with large datasets or complex scenes that previously pushed the limits of graphics cards.
These improvements can be felt in many aspects of interaction, such as rotating, zooming, and panning views. An easy way to quantify them is by measuring frame rate performance during view transformations. A quantitative comparison has been performed for various datasets and compared to the previous release. Some speedup examples are summarized in the chart below.
Faster Translucency with GPU-accelerated OIT
This release introduces GPU-accelerated Order Independent Transparency (OIT), a modern rendering technique that not only produces accurate transparency for a high number of overlapping surfaces but also delivers substantial performance gains.
Previous Tecplot Focus releases continuously sorted the scene elements on the CPU to achieve the transparency effect during interactive rotations. This became a bottleneck for large meshes with many overlapping surfaces and resulted in incorrect plots when rotated too far as it caused the sorted elements to be rendered in the wrong order. In addition, intersections between surfaces were processed per-triangle instead of per-pixel even though only a portion of a triangle may be below another (see figure below).
By moving transparency compositing onto the GPU and performing it at the pixel level, Tecplot Focus can now handle far more layers of transparency per pixel without lag. Rotations and zooms remain smooth even with transparency-heavy scenes. Transparent iso-surfaces and contour planes appear cleaner, with fewer visual artifacts. Large 3D datasets that previously felt “heavy” when translucency was enabled are now much more responsive.
No rendering technique is perfect, particularly when designed to succeed on the wide range of environments supported by Tecplot Focus (discrete, integrated or virtual GPU, software rendering on the CPU). When rendering scenes that are pushing your system to its graphics limits (very large resolution, hundreds of overlaid faces, etc.), transparency artifacts may appear, taking the form of “noisy” or “grainy” rendering, with pixels showing what could seem like arbitrary colors (see example below).
Such artifacts are more likely to appear during view transforms, as Tecplot Focus will temporarily reduce the number of transparent layers being ordered to prioritize performance. Once the view transform is complete, the number of sorted layers will be raised to prioritize image quality again.
Another artifact can look like portions of a transparent surface are disappearing.
If you experience any of these problems, you may adjust one or more of Tecplot Focus’s three new OIT configuration settings found in the tecplot.cfg file located in the top-level directory of your installation. New values will take effect on the next startup of the application.
$!Interface VulkanConfig { OnScreenDevice { OITSettings { MinSortedFragmentCount = 128}}}
This sets number of fragments sorted during interactive view changes. Default: 128. Valid range: 1 to 1024. Must be less or equal to MaxSortedFragmentCount. Lower this setting for smoother view changes. Raise it for higher quality.
$!Interface VulkanConfig { OnScreenDevice { OITSettings { MaxSortedFragmentCount = 1024}}}
This sets number of fragments sorted when the view is stationary. Default: 1024. Valid range: 1 to 4096. Lower this setting for a faster fixed view. Raise it for higher quality.
$!Interface VulkanConfig { OnScreenDevice { OITSettings { FragmentBufferSize = 512}}}
This sets size of the memory buffer (in MiB) used to sort fragments. Default: 512. Valid range: 10 to 10000. If portions of transparent surfaces are disappearing or if raising MaxSortedFragmentCount has no effect, try increasing the size of the memory buffer. As a general rule, it is recommended to keep it well below the dedicated memory of your GPU.
New Lighting Effects and Smoother Specular Highlights
This release introduces two new lighting effects, Smooth and Smooth with Creases, as a replacement for Gouraud. It also includes improvements to Paneled for better performance. Starting with this release, options include:
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Paneled: this option is identical visually to the one already available in previous versions, but it has been optimized for better performance. Because it uses a single normal per face, it will result in the best performance of all three options. It is used by default for Slices.
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Smooth with Creases: this new option uses an interpolation of face normals, which then gets used in lighting being computed per pixel (a method called Phong lighting). It is an improvement from the former Gouraud lighting option, with which lighting was only calculated at the nodes prior to being interpolated across faces (for a comparison between Phong and Gouraud, see the image later in this section). When the angle between two consecutive faces exceeds a prescribed angle (135 deg by default - This value can be changed via the dialog, accessed from the Plot sidebar), a crease is represented between the faces.
This makes Smooth with Creases the preferred option for accurately representing Zones with complex shapes. It is therefore used by default for Zones and Streamtrace Rods. It should be noted that it is the slowest of the three modes, although it is much faster than Gouraud as computed in previous releases.
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Smooth: this new option uses the same Phong lighting as Smooth with Creases, but with the creases computation being skipped. This results in better performance than Smooth with Creases, and a lighting effect that is more suitable for surfaces for which no crease is expected (such as the Iso-Surface of turbulence shown in the bottom right image). It is the default setting for Iso-Surfaces.
Images below show each of Tecplot Focus’s lighting effects on more detailed Zones.
Finally, the figure below shows a comparison between Gouraud, available in previous releases, and Smooth, which is now leveraging Phong lighting. The difference is particularly visible with Specular Highlights ON, when zooming in closely on a surface or when working with coarse meshes.
Faster Particle Rendering
Rendering of scatter symbols has been drastically improved in this release of Tecplot Focus, particularly the rendering of sphere symbols (480x faster for the case reported in the section above). In this release we introduce a new SphereScatterRenderQuality setting: FAST, which is also the new default.