Fwd: VTK Timings w/r to OpenGl
Sean Spicer
spicer at bme.stanford.edu
Fri Apr 28 17:38:15 EDT 2000
Bob,
Your last email was blown away by a server meltdown here at Stanford...is
there any chance I can get to you re-send the VTK/OpenGL Timing code?
Thanks,
sean
On Wed, 26 Apr 2000, obara wrote:
> Hi Folks,
>
> While working on an application that involve thousands of
> actors in VTK, I noticed really poor graphics performance on a SUN
> Ultra10 Elite 3D workstation for relatively simple geometry. I then
> began investigating what the performance bottleneck was by writing some
> very simple test applications. One app was written in VTK and the other
> was written in OpenGl. Basically each app displays n cubes (each a 14
> point triangle strip) and can change the way the data is structured by
> varying the number of actors (or display lists in the case of OpenGl)
> used as well as changing the material property of each cube.
>
> One using one actor (or one display list) the results are basically the
> same:
> #of cubes framerate rendering rate
> 1000 Framerate = 76 .91 MTri/Sec <- limited by frame buffer
> switching
> 8000 Framerate = 38 3.7 MTri/Sec
> 15625 Framerate = 25 4.7 MTri/Sec
> 27000 Framerate = 15 4.9 MTri/Sec
>
> However when I changed the number of actors used (even for 1000 cubes)
> the results differed dramatically:
>
>
> For 1000 cubes - simply varying the number of actors
> actors Framerate Rendering Speed
> 1 Framerate = 76 .91 MTri/Sec <- limited by frame buffer
> switching
> 100 Framerate = 76 .91 MTri/Sec <- limited by frame buffer
> switching
> 125 Framerate = 38 .30 MTri/Sec
> 250 Framerate = 38 .30 MTri/Sec
> 500 Framerate = 19 .23 MTri/Sec
> 1000 Framerate = 9.4 .11 MTri/Sec
>
> In the case of OpenGl there was no difference with varying the number of
> display lists (including setting a material property per cube). The
> Framerate was still 76/sec
>
> In the case of increasing the number of cubes beyond 1000 (each with a
> different material property) using OpenGl:
>
> # of cubes Framerate Rendering Speed
> 1000 Framerate = 76 0.91 MTri/Sec <- limited by frame
> buffer switching
> 8000 Framerate = 19 1.8 MTri/Sec
> 15625 Framerate = 9.5 1.8 MTri/Sec
> 27000 Framerate = 4.8 1.6 MTri/Sec
>
> You can see we are getting at least an order of magnitude penalty.
>
> We also ran both test applications through quantify and saw the following
> behavior:
>
> The expected issue:
> There is overhead in vtk itself with so many actors seemingly mainly due
> to the fact that it has to poll each actor for changes before it
> renders each frame. We are working with Kitware to develop solutions
> to this problem.
>
> The unexpected issue:
> There is something about how vtk and opengl are interacting that
> makes the rendering of the display lists that vtk creates for
> the vtkActorTest much slower than for the plain OpenGl code that we
> wrote.
>
> The actual time spent in glCallList for the vtk-based example vs. the
> non-vtk-based example is something like an order of magnitude greater.
>
> We even tried to allocate (and initializing) blocks of memory between the
> allocations of display lists in the OpenGl example (to simulate the fact
> that with vtk the display lists won't be in contiguous memory blocks).
> This didn't have any noticable effect.
>
> If anyone have expertise in OpenGl and would like to take a look at why
> the performance differs so drastically please let me know and I can send
> you copies of the test programs.
>
> Please let me know what you think.
>
>
> Bob
>
>
>
> Robert M. O'Bara
> Senior Software Engineer
> Simmetrix Inc.
> 1223 Peoples Ave.
> Troy, NY 12180
>
> Lab: (518) 276-2867
> Main Office: (518) 276-2729
>
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___________________________________________________________________________
Sean Spicer Stanford University Medical Center
Biomechanical Engineering Division of Vascular Surgery, Suite H3642
Cardiovascular Biomechanics Lab Stanford CA, 94305
Telephone...650.723.1695
Fax.........650.723.8762
http://solvedeath.stanford.edu/~spicer
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