Hi guys, I noticed that with many polygonal surfaces in the scene, the rendering process might become quite slow. I believe (haven't really tested it thoroughly yet) that one of the most time consuming operations is cutting the surface with 2D renderer window geometries to obtain the contour for display. I made up a test where I compared vtkCutter with CGAL's AABB_tree-based implementation. For model with ca 50000 faces, the it takes 1.7ms to slice for CGAL and 7.8ms for vtk, so basically 4.5 times faster. Even more importantly, if I use the renderer's geometry quad (as opposed to infinite plane) the intersection time is almost nil when the surface doesn't intersect the geometry. Tree building itself took 220ms but obviously it's one-time operation.
I might implement the CGAL-based 2D surface mapper. Obviously it will probably more than double the storage required for surfaces, but I would make this trade. I was wondering if any other users or developers of MITK would be interested in this or have any thoughts on this? Rostislav. ------------------------------------------------------------------------------ Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds _______________________________________________ mitk-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mitk-users
