[Imstk-developers] Copying Vega data

Alexis Girault alexis.girault at kitware.com
Mon Oct 24 09:25:04 EDT 2016


Nich: a filter that could be used for skinning:
http://www.vtk.org/doc/nightly/html/classvtkWeightedTransformFilter.html#details
Also, another way to apply transforms in vtk is to apply it to the data
structures, and not to the actor:
http://www.vtk.org/doc/nightly/html/classvtkTransformPolyDataFilter.html

Alexis Girault
R&D Engineer in Medical Computing
Kitware, Inc.

http://www.kitware.com
(919) 969-6990 x325

On Fri, Oct 21, 2016 at 11:03 AM, Alexis Girault <alexis.girault at kitware.com
> wrote:

> Here is how VTK offered to improve mapping volumetric meshes or just data
> arrays: http://www.vtk.org/Wiki/VTK/InSituDataStructures
>
> The MappedDataArray (that we tried to use and that Nich got rid of because
> of huge overhead cost when calling getVoidPointer in the VBO creation) is
> actually deprecated and will be removed in the future. The next iteration
> of this functionality which focuses on performance improvements is
> presented in this article https://blog.kitware.
> com/new-data-array-layouts-in-vtk-7-1/ and detailed on this wiki page:
> http://www.vtk.org/Wiki/VTK/Tutorials/DataArrays
>
> If we can improve the renderer and mapper to do what's needed, I believe
> we'll be able to use this new data array layouts to reduce data structure
> conversion overhead.
>
> Alexis Girault
> R&D Engineer in Medical Computing
> Kitware, Inc.
>
> http://www.kitware.com
> (919) 969-6990 x325
>
> On Thu, Oct 20, 2016 at 6:01 PM, Sreekanth Arikatla <
> sreekanth.arikatla at kitware.com> wrote:
>
>> Hi Nick,
>>             Yes, that can be done (I was under the impression that even
>> that operation was slow with vtk but haven't looked into that part myself).
>> The copy could additionally be made conditional since rendering typically
>> runs faster than the physics.
>>
>> The mesh needs to be updated though (at least in the case where visual
>> and physics are the same) since the physics update of future time steps
>> count on it.
>>
>> On Thu, Oct 20, 2016 at 4:04 PM, Milef, Nicholas Boris <milefn at rpi.edu>
>> wrote:
>>
>>> In that case, then copying data over shouldn't be a big deal. I thought
>>> the copying was occurring on the rendering thread. If we need thread
>>> synchronization here, then we can just use a buffered approach.
>>> ------------------------------
>>> *From:* Sreekanth Arikatla [sreekanth.arikatla at kitware.com]
>>> *Sent:* Thursday, October 20, 2016 3:53 PM
>>> *To:* Milef, Nicholas Boris
>>> *Cc:* imstk-developers at imstk.org
>>> *Subject:* Re: [Imstk-developers] Copying Vega data
>>>
>>> Hi Nick,
>>>            It happens in a separate thread in the sceneManager module.
>>>
>>> On Thu, Oct 20, 2016 at 3:45 PM, Milef, Nicholas Boris <milefn at rpi.edu
>>> <http://redir.aspx?REF=BpJFDzylJUzmyH0IS2ouZR58VfSo4ijMtYN4jcu2cDKtIV1CJPnTCAFtYWlsdG86bWlsZWZuQHJwaS5lZHU.>
>>> > wrote:
>>>
>>>> Do Vega operations occur on the same thread as the render loop? If not,
>>>> then it might be best to buffer and copy over the data instead of directly
>>>> working on the mesh data.
>>>>
>>>> _______________________________________________
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>>>>
>>>>
>>>
>>>
>>> --
>>> Sreekanth Arikatla, Ph.D,
>>> Senior R&D Engineer,
>>> Kitware, Inc.
>>> <http://redir.aspx?REF=3qzFo3FNN4RdtBUk0qOs5JodPEA_-jpKD8tsMGEYn26tIV1CJPnTCAFodHRwOi8vd3d3LmtpdHdhcmUuY29t>,
>>> Carrboro, NC.
>>>
>>>
>>
>>
>> --
>> Sreekanth Arikatla, Ph.D,
>> Senior R&D Engineer,
>> Kitware, Inc. <http://www.kitware.com>, Carrboro, NC.
>>
>>
>> _______________________________________________
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>> Imstk-developers at imstk.org
>> http://public.kitware.com/mailman/listinfo/imstk-developers
>>
>>
>
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