Dear all,
I am developing a plug-in for mitk 0.12.2 (with QT 3) using VTK-5.2.1
and ITK-3.8.0.
In my program I render rather simple objects (most are spheres and
cubes) but the number of the objects is quite high (about several
hundreds).
Now, I encountered serious performance problems during data-loading and
also during normal program running (as I often create and remove
dynamically objects to be rendered).
A typical way how I create a object for rendering looks like this:
vtkSphereSource* sphere = vtkSphereSource::New();
CommonFunctionality::AddVtkMeshToDataTree(sphere->GetOutput(),
this->GetDataTreeIterator(),
"node-name");
Running a profiler showed me that
CommonFunctionality::AddVtkMeshToDataTree() is the bottleneck of my
program.
I went with the profiler deeper into that function and it seems to me
that a great chunk of the time is consumed by tree-operations like
itk::TreeNode<>::ChildPosition() or
itk::SmartPointer<itk::TreeNode<void<mitk::DataTreeNode> >
>::operator==<const void<mitk::DataTreeNode>*>(bool,
mitk::DataTreeNode) const.
I am not sure whether I interpret this correctly. Is the problem really
the high number of objects and the from this resulting data-tree
handling-code?
Is there another (faster) way how I can create high number of objects?
I am not sure what AddVtkMeshToDataTree() exactly does. What are
important criterias to increase its performance?
Many questions....hope you can help me with them :-)
Milad Sadinam
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