[Imstk-developers] Number of vertices in OR room
Qi, Trudi
qid at rpi.edu
Mon Dec 12 17:30:55 EST 2016
Hi Alexis,
In CCT, # of vertices for static object and tools should be similar to ETI. I have not yet finalize the vertices number for the simulation models, as that will be depending on the resolution of the underlying 3D voxel grid chosen for both cutting and deformation. I am still at the stage of development and will be figuring out how large the voxel density should be to achieve a tradeoff between speed and physically plausibility later some time.
Based on my current review of the other similar research work on cutting simulation, I would say 10K for PBD and 100K for deformable surface meshes (for rendering) should be fair enough.
Thanks,
Trudi
From: Imstk-developers [mailto:imstk-developers-bounces at imstk.org] On Behalf Of Milef, Nicholas Boris
Sent: Monday, December 12, 2016 4:43 PM
To: Hong Li <hongli03129 at gmail.com>; Alexis Girault <alexis.girault at kitware.com>
Cc: imstk-developers at imstk.org
Subject: Re: [Imstk-developers] Number of vertices in OR room
I found that computing the normals took a long time in the profiling I did, but I didn't realize that it scaled like that. Where is this being calculated?
100-200k doesn't seem unreasonable for deformable. For static meshes, a few million shouldn't be too difficult to achieve, but this is mostly GPU-limited and is heavily dependent on the amount of work done in the shaders and the number of unique objects.
________________________________
From: Imstk-developers [imstk-developers-bounces at imstk.org] on behalf of Hong Li [hongli03129 at gmail.com]
Sent: Monday, December 12, 2016 4:03 PM
To: Alexis Girault
Cc: imstk-developers at imstk.org<mailto:imstk-developers at imstk.org>
Subject: Re: [Imstk-developers] Number of vertices in OR room
In the ETI simulator, # of vertices of static scene objects is 103K, # of vertices in tools(non-deformable, but will be translated and rotated) is 99K, # of vertices in deformable skinning objects is 80K, # of vertices in deformable PBD objects is 6K.
I'm not sure if the VERY high resolution mesh for objects like tools and teeth are really necessary.
Hong
On Mon, Dec 12, 2016 at 2:20 PM, Alexis Girault <alexis.girault at kitware.com<mailto:alexis.girault at kitware.com>> wrote:
Hong, Trudi, could you give me an estimate of the number of vertices in you OR room? And how many of those would be for rigid objects, how many for deformable objects? Are you satisfied with those numbers or would you expect to be able to do more, and if yes how much?
Nick, Sreekanth: right now VTK runs at 60fps with 110k vertices deforming if there is no normals computed by VTK itself. Add the normals computation and you go down 8fps. So we want to improve the data streaming so that we can do more than 110k vertices (any idea of a reasonable number which would because our target?), but also we will need work on the normals computation, or do this ourselves outside of the rendering thread.
Thank you,
Alexis Girault
R&D Engineer in Medical Computing
Kitware, Inc.
http://www.kitware.com<http://www.kitware.com/>
(919) 969-6990 x325<tel:(919)+969-6990+x325>
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