OSG already culls the models based on heirarchical bounding volumes.

The complexity of the models is the most likely problem. You need to
understand the model structure and how it impacts performance. The applies
to every stage - update, cull, draw.

Try running without your terrain or skydome and see what the impact of just
the animation models is.


Brian

[EMAIL PROTECTED] wrote: -----


To: OpenSceneGraph Users <[email protected]>
From: guher b <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 02/25/2008 10:30AM
Subject: Re: [osg-users] osgUtil::cullvisitor

Hi,
I did not want to say that OSG had any problem nor I
have the power to reimplement it :), sorry if my
sayings were misunderstood

I only wanted to ask for advice in solving my
performance problem due to my models'  (an animated
person model in osg) complexity. Since this problem is
observed in addition of only 2 models to my
scenegraph, that means to me that the models have some
problem as a scenegraph leave,
therefore I wanted to close the culling of the model
with respect to primitives (if it exists, could not
find/implement it yet) especially, I wanted that the
whole model is culled as it was a box, and only the
presence of the model is tested in being inside the
viewing frustrum or not, yet could not implement it.


With a single model viewed in osgViewer I get the
following times

cull 4.21
draw 7.33
update 1.11
frame rate 60

but if that model is added to a scenegraph with a
skydome and terrain, the problems become magnificent
for my application,

I use spatial grouping(quadtrees) but that does not
solve my problem since if I can have 5 models in the
viewing frustrum that have to be rendered with maximum
detail, I get drops in frame rate. I might be fighting
with inevitable with my terrain database(maybe that
node is causing the problems), dont know the source of
my problem yet. I just want to decrease the cull time
without interfering the models , since they are
program generated models and they seemed complex to
me.

Thanks


--- Robert Osfield <[EMAIL PROTECTED]> wrote:

> Hi,
>
> The most common problem with performance is a poorly
> conditioned scene
> graph, so this is the place to look first rather
> assuming there is a
> problem in the core OSG that needs a major rewrite.
>  The OSG is used
> very widely with plenty of people pushing it as hard
> if not harder
> than you are and still hitting a solid 60Hz.
>
> Now an increase in cull time of 5ms with adding a
> single model is
> seriously out of keeping, so this really needs to be
> look at in
> isolation - what exactly is in the model?  What
> update, cull and draw
> times do you get for each of these models?
>
> Robert.
>
> On Mon, Feb 25, 2008 at 1:36 PM, guher b
> <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> >  I am using a standard graphics card for todays,
> and
> >  rendering a 100 mb (s3tc textured) terrain
> database.
> >   The cull traversal time increases too much when
> I add
> >  animated models (osg model with update callback)
> >  (each having 1400-1500 polygons) to the scene, so
> that
> >  the frame rate drops too much. Each addition of
> model
> >  makes 5 msec increase in cull traversal time. I
> tried
> >  to optimize the cull time with reimplementing the
> cull
> >  visitor, however, I could not achieve any
> improvements
> >  on this issue yet (the problem is that the cull
> >  visitor takes too much time with the addition of
> >  models, so that the problem is cpu bound, the
> draw
> >  time is not bad),  Does anybody know how could i
> carry
> >  the load from cpu to graphics card in
> cullvisitor?
> >
> >  Thanks a heap
> >
> >  Thanks
> >
> >
> >
> >
> >
>
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