[vtkusers] How to visualize thousands of actors with good performance
Darshan Pai
darshanpai at gmail.com
Fri Oct 1 17:31:36 EDT 2010
yes i am getting 3FPS on 5.6.1 both with C++ and Python using 10000 spheres
On Fri, Oct 1, 2010 at 4:19 PM, Bill Lorensen <bill.lorensen at gmail.com>wrote:
> I just ran a small test on VTK4.4, VTK5.0, VTK5.2 and VTK Head. All
> built Release
>
> Rendered 10000 randomly distributed spheres. Ignore the absolute times
> (I have an old hand-me-down). All reported in frames per second (FPS):
>
> Version MultipleActors Single Actor
> 4.4.2 .51 FPS .6 FPS
> 5.0.4 1.24 FPS 5.9 FPS
> 5.2.1 .92 FPS 6.0 FPS
> Head .88 FPS 5.9 FPS
>
> So, in this test, I don't see degradation in the 5.x releases. It is
> interesting that 4.4.2 does not benefit from a single actor. But,
> also, the performance has improved from 4.4 to present. Affolter's
> pipeline must be different I think.
>
> I've attached my test code. Sorry for it being somewhat ugly (it has
> memory leaks), but I wanted something that would compile on all of the
> releases.
>
> Bill
>
> On Fri, Oct 1, 2010 at 11:19 AM, Pascal Augustin
> <pascal at rogue-research.com> wrote:
> > Hi,
> >
> >> I'd just like to know the alternatives (if any), before I consider
> rewriting our selection and highlighting mechanism... It would really be
> great, if we could find a solution to this.
> >
> > In your particular situation, would it be possible to use a single
> mapper for all your objects? Perhaps it could be a viable solution. For
> example, if you wanted to show 10000 spheres, you could do:
> >
> > 1) 10000 actors, 10000 mappers -> very slow
> > 2) 1 actor, 1 mapper -> very fast
> > 3) 10000 actors, 1 mapper -> acceptable speed
> >
> > Pascal
> >
> >
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