Stephan,
This sounds like a pretty interesting application... Any chance you could 
forward or post some screen captures?
Joe

________________________________

From: [EMAIL PROTECTED] on behalf of Stephen Northcott
Sent: Sat 9/23/2006 5:49 AM
To: [email protected]
Subject: [osg-users] Optimizing a large Scene Graph.. Tips appreciated.



Dear all,

I wonder if a few people who are more familiar with getting the best 
performance out of OSG can make some suggestions..

Some background on my problem..
I am visualizing a pipeline using ultrasonic readings from the inside 
of the pipeline.
There are two items of data. The distance from the inside wall and 
the outside wall back to the center, repeated many times around the 
pipelines circumference..

To get any kind of decent resolution out of this pipe data we rotate 
our sensor around 400 times in a 1 meter length, and take 400 
readings for each revolution. That makes a total of 160,000 
individual readings I am representing in OSG to give us that 1 meter 
length of pipe.

If I simply take those 160,000 lengths of data and render them as 
unit cubes, stretched to the length of the distance between the 
inside of the pipe and the outside and then make a scene graph with 
them all arranged into the form of the pipe.. it makes a great 
visualization, but makes a massive scene graph which has very high 
overheads for culling and actually rendering also. Not unexpectedly 
as it's not very efficient..

Now, I do plan to work on optimizations by pre-processing this data, 
having 'stretched unit cube' model data in look up tables so that I 
don't have to make 160,000 individual unit cubes, and looking for 
repeat patterns and so on in the data that can be modeled as 
something other than unit cubes... But in theory we could end up with 
a length of pipe with 160,000 truly individual readings in each 1 
meter length, and as such I want to be able to render that as quickly 
as possible for the worst case scenario.

Can anyone suggest some areas in OSG I should be looking to get this 
high object scene to cull and render any quicker?

Thanks for any pointers to material that you feel is relevant.

Kind regards,
Stephen.



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