[vtkusers] 3 speed questions

David Gobbi david.gobbi at gmail.com
Mon Nov 8 23:59:52 EST 2010


Hi Jonathan,

Turning on wireframe will usually slow down the rendering (but in this
case, since you are rendering just 2D contours, it might not make a
difference).

But I suspect that it isn't the rendering itself that is slowing you
down, I think that the slowdown is the result of undesired VTK
pipeline execution within the Render call.  The reason I say this is
that modern 3D graphics cards can draw over 100 million triangles per
second, and assuming that your voxel data is around 256*x256*256, your
meshes will have approximately 500000 triangles and your graphics card
will be able to draw them at over 200 frames per second.

So either your meshes are much larger than my estimate, or else
something is happening in the VTK pipeline to cause the mesh to be
re-generated at every render.

  David

On Mon, Nov 8, 2010 at 9:15 PM, Jonathan Morra <jonmorra at gmail.com> wrote:
> Is there anything I can do to speed up the Render time?
>
> On Mon, Nov 8, 2010 at 8:13 PM, Karthik Krishnan
> <karthik.krishnan at kitware.com> wrote:
>>
>> On Tue, Nov 9, 2010 at 2:54 AM, Jonathan Morra <jonmorra at gmail.com> wrote:
>> > More information that I've found about the first issue I reported.  I've
>> > been narrowing down the issue, and the issue appears to be with
>> > vtkImageViewer2.SetSlice(int slice).  This method is very slow when I'm
>> > rendering a vtkPolyData that represents a mesh (whether it's cut or not
>> > is
>> > actually irrelevant)
>>
>> Contrary to what you assume, It is relevant. The SetSlice method
>> internally invokes render, so as to update the display in response to
>> changes. A "Render" implies that everything displayed on this
>> renderwindow is re-rendered. This includes the rendering the polydata.
>> If uncut, it can be slow depending on the number of cells. If cut, it
>> can take time to update the cutter, since the cut-function (plane) has
>> been translated.
>>
>> > and fast when I'm rendering either nothing or a
>> > vtkPolyData that represents a stack of 2D contours.  Does this help at
>> > all?
>>
>> Indeed, as mentioned above, there is no cutting to perform here.
>> Rendering a bunch of 2D contours is probably faster than rendering
>> your entire mesh.
>>
>> >
>> > On Mon, Nov 8, 2010 at 10:26 AM, Jonathan Morra <jonmorra at gmail.com>
>> > wrote:
>> >>
>> >> Thanks for your response.  It turns out on my machine that that
>> >> initialization is too slow.  What's happening is the following
>> >> 1.  The user click indicating that they want to try a contour
>> >> 2.  A new vtkContourWidget is made with the dijkstra interpolator.
>> >> 3.  The contour widget is initialized as I described above with just
>> >> two
>> >> points.  Adding that second point is where the slowdown occurs.
>> >> As far as point 2, I am initializing a contour widget with the output
>> >> of
>> >> vtkCutter, but I am subsampling when I do that (I take 7% of the
>> >> points), so
>> >> I only have a handful of control points.  Is there a way to frontload
>> >> the
>> >> load time so I only have to do it once as opposed to every time a user
>> >> wants
>> >> to draw a contour?  That is simply too slow for my application.
>> >> Also do you have any idea why rendering the meshes is slow?  Could it
>> >> be
>> >> related to the point order, or is is something else?
>> >> On Sat, Nov 6, 2010 at 8:54 AM, Karthik Krishnan
>> >> <karthik.krishnan at kitware.com> wrote:
>> >>>
>> >>> On Tue, Nov 2, 2010 at 6:31 AM, Jonathan Morra <jonmorra at gmail.com>
>> >>> wrote:
>> >>> > on vtkDijkstraImageContourLineInterpolator and am able to
>> >>> > successfully
>> >>> > create the contour widget with live wire interpolation. However,
>> >>> > when I
>> >>> > first initialize the contour with the following code it is very slow
>> >>> >     // For now, we're just initializing the data with
>> >>> >     // the point that was clicked
>> >>> >     vtkPoints points = new vtkPoints();
>> >>> >
>> >>> >     // The initial data MUST be at least a "line"
>> >>> >     // by giving the same point twice we are effictively creating a
>> >>> > zero
>> >>> >     // length line
>> >>> >     points.InsertNextPoint(lastContourControlPoint);
>> >>> >     points.InsertNextPoint(lastContourControlPoint);
>> >>> >     vtkPolyData initialData = new vtkPolyData();
>> >>> >     initialData.SetPoints(points);
>> >>> >     contourWidget.Initialize(initialData, 0);
>> >>> > The line that is slow is the last line.  The weird part is that if I
>> >>> > do
>> >>> > not
>> >>> > use live wire, and just use the default Bezier curve interpolation
>> >>> > the
>> >>> > initialization is instant.
>> >>>
>> >>> Yes. There are 2 issues here.
>> >>>
>> >>> 1. The dijkstra interpolator is a bit slow to start with, since during
>> >>> the time of initialization, it builds the adjacency information. But
>> >>> that's not a big deal when you are drawing on an image. The very first
>> >>> line segment placement is a bit slow (~3 seconds). After that its fast
>> >>> and interactive.
>> >>>
>> >>> 2. The real issue, I think, here is the fact that you are initializing
>> >>> the contour with the contour with lots of control points. How many of
>> >>> them are there ? As I understand, you are generating these control
>> >>> points from the output of vtkCutter ? Perhaps you want to sample the
>> >>> input polyline and then feed those sample points as the control
>> >>> points.
>> >>>
>> >>> Thanks
>> >>> --
>> >>> karthik
>> >>
>> >
>> >
>
>
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