POP - Point Operators (GPU Points)
POPs are used for high-performance GPU-based point cloud processing and particle systems. Introduced in TouchDesigner 2023+, they represent a major shift from CPU-bound SOPs to massive GPU-driven point manipulation.
Key POPs
- Point: Create and manipulate point attributes.
- Merge: Combine multiple point streams.
- Force: Apply physics-like forces (gravity, turbulence).
- Attribute: Modify point properties (color, size, custom).
- Render: Convert point data into a format for TOP rendering.
- Convert: Transfer data between SOPs/CHOPs and POPs.
Data Structure
Unlike SOPs, which store geometry (points, vertices, primitives) on the CPU, POPs store attributes in a GPU-optimized buffer. This allows for millions of points to be processed in real-time.
- Attributes: Each point can carry various data (Position, Color, Velocity, Normal, Mass).
- Massive Parallelism: Operations on points are executed simultaneously on the GPU.
Why use POPs?
- Performance: Handle millions of points where SOPs would struggle with thousands.
- Particle Systems: Built-in tools for simulation and life-cycle management.
- Interoperability: Easily convert point data to and from TOPs (textures) or CHOPs (signals).
How to Use POPs
POPs are the modern, high-performance way to handle particle systems and massive point clouds on the GPU.
- Adding a POP: Open the OP Create Dialog (Tab) and select the POP family (dark gray/blue tint).
- Getting Points In:
- You typically start by converting existing data. Use a
SOP to POPto convert 3D geometry points, or aTOP to POPto convert texture pixels into points (where RGB becomes XYZ position).
- You typically start by converting existing data. Use a
- Processing Actions:
- Pass your POP sequence through modifier nodes like
Point POP(to math on point positions) orForce POP(to add noise, wind, or gravity). - Unlike SOPs, operations on millions of points happen almost instantly because they run on the GPU.
- Pass your POP sequence through modifier nodes like
- Rendering:
- You can’t render POPs directly with a standard Geometry COMP.
- Use a
Render POPor convert the POP data back into a texture (POP to TOP) or geometry (POP to SOP) depending on how you wish to visualize the point cloud. Rendering as a texture (TOP) and using instancing is usually the most performant workflow.
- System Requirements: Note that POPs require a modern GPU and TouchDesigner 2023.11290 or later.
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