<html><head></head><body><p dir="ltr">Hi Alex,<br>
I'm doing simulations of textile structures and work with yarn objects being deformed according to Bentsen stretches etc.<br>
The number of triangles is also extreme. I have a COUPLE bound version doing the geometries by CPU threads and a second version working with geometry shades. Both versions have their pros and cons. But performance wise the second version is far the best - at least with a very good graphics card. <br>
I think the biggest advantage is the dramatically reduced amount of data to be transferred. This results in immediate appearance on the screen and reduced processing time for culling etc.<br>
Also with vertex parameters I can control the geometry shades. In this case vertices are just center line polygon points.<br>
May be this helps you in finding your best approach. <br>
Werner</p>
<br><br><div class="gmail_quote">On 15. Februar 2017 16:03:12 MEZ, Ale Maro <sasha71@teletu.it> wrote:<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<pre class="k9mail">Hi,<br /><br />I posted some question about OSG performance in the past and now I would like to definitively improve visualization performance of my application.<br />I want to say that now I already have very good performances with OSG but now I need to start thinking how to manage also some "extreme" scenes.<br /><br />It is a CAD-like application and a possible scene is composed by some objects (let's say from 1 to some hundreds) each one with 100K to some millions of triangles. <br />Each of these objects can have up to some thousands of children each one with around 100 triangles.<br />For all objects I use vertexbuffer instead of display lists to reduce waiting time at first draw (due to display list compilation).<br />I use a matrixtransform for each object and few groups for all the scene.<br />Normally objects are not modified but sometimes they can be modified on the fly by user. So I did not set DataVariance (I supposed it is set automatically t
o
STATIC if I did not modify an object).<br />The application is GPU bounded as I can see from on-screen stats.<br /><br />I cannot merge objects or groups into one becouse I need to do some operations on them so I need to keep them separated.<br />I am using KdTrees to improve object picking, it now works well but the interaction is still not smooth becouse of the slow frame rate.<br />I think I cannot use LODs becouse triangle reduction on-the-fly can take very long time on this type of scenes.<br />I tried with osgViewer and more or less it have the same performance of my application.<br />At the moment I can just show bounding boxes for raw scene manipulation but often I need to show object details.<br /><br />Could you give me some hint to improve performances? I hope information I give you are enough to do a first analysis.<br />At the moment I am not able to setup such a scene to send you screenshots of the stats but I can do it in next days if needed.<br /><br />Thank y
ou in
advance.<br /><br />Best regards,<br />Ale<br /><br />------------------<br />Read this topic online here:<br /><a href="http://forum.openscenegraph.org/viewtopic.php?p=70200#70200">http://forum.openscenegraph.org/viewtopic.php?p=70200#70200</a><br /><br /><br /><br /><br /><br /><hr /><br />osg-users mailing list<br />osg-users@lists.openscenegraph.org<br /><a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br /></pre></blockquote></div></body></html>