Paul,

What version did you apply the patch to?

Utkarsh

On Thu, Jun 21, 2012 at 8:14 AM, Paul Melis <[email protected]> wrote:
> Thanks for the patch. I applied it but get really strange results I
> can't quite explain. I can see the correct values now appearing in
> vtkGeometryRepresentation::ProcessViewRequest() and the correct division
> value is set on the decimator (e.g. getting the X division value after
> being set returns the correct number).
>
> But I still don't see any change in the mesh used during interaction for
> different resolution values. It's as though only the first value set is
> used. Is there some kind of caching of the mesh going on?
>
> Regards,
> Paul
>
> On 06/21/2012 01:46 PM, Utkarsh Ayachit wrote:
>> Paul,
>>
>> Attached is the patch. It is possible to have been introduced around
>> 3.10. I cannot remember when the  views were refactored 3.10 or 3.12,
>> but that would be the time when it would have stopped working.
>>
>> http://paraview.org/Bug/view.php?id=13255
>>
>> Utkarsh
>>
>> On Thu, Jun 21, 2012 at 6:35 AM, Paul Melis <[email protected]> wrote:
>>> Ok, great. Actually just tried a few older PV versions, still seemed to
>>> work in 3.8.1, but 3.10.1 is where the bug shows up. Does that sound
>>> like the right timeline?
>>>
>>> Paul
>>>
>>> On 06/21/2012 12:15 PM, Utkarsh Ayachit wrote:
>>>> Paul,
>>>>
>>>> Thanks for tracking this down. I think I know the problem. I remember
>>>> changing vtkPVRenderView to accept LOD resolution as a normalized
>>>> value between [0,1], clearly I forgot to update the GUI. I'll push a
>>>> fix a post a patch.
>>>>
>>>> Utkarsh
>>>>
>>>> On Thu, Jun 21, 2012 at 5:35 AM, Paul Melis <[email protected]> wrote:
>>>>> Hi Utkarsh,
>>>>>
>>>>> I looked a bit into the code and the values used in
>>>>> pqGlobalRenderViewOptions::applyChanges() seem to be okay, e.g.
>>>>>
>>>>> void pqGlobalRenderViewOptions::applyChanges()
>>>>> {
>>>>>  ...
>>>>>
>>>>>  if (this->Internal->enableLOD->isChecked())
>>>>>    {
>>>>>    printf("pqGlobalRenderViewOptions::applyChanges():
>>>>> this->Internal->lodResolution->value() = %d\n",
>>>>> this->Internal->lodResolution->value());
>>>>>    settings->setValue("LODThreshold",
>>>>> this->Internal->lodThreshold->value() / 10.0);
>>>>>    printf("pqGlobalRenderViewOptions::applyChanges(): setting
>>>>> LODResolution to %d\n", 160-this->Internal->lodResolution->value() + 10);
>>>>>    settings->setValue("LODResolution",
>>>>> 160-this->Internal->lodResolution->value() + 10);
>>>>>
>>>>> gives me output like
>>>>>
>>>>> pqGlobalRenderViewOptions::applyChanges():
>>>>> this->Internal->lodResolution->value() = 106
>>>>> pqGlobalRenderViewOptions::applyChanges(): setting LODResolution to 64
>>>>>
>>>>> But when I look at the applied settings in
>>>>> vtkGeometryRepresentation::ProcessViewRequest(), after adding a printf()
>>>>> like this:
>>>>>
>>>>> void vtkPVRenderView::SetRequestLODRendering(bool enable)
>>>>> {
>>>>>  if (enable)
>>>>>    {
>>>>>    this->RequestInformation->Set(USE_LOD(), 1);
>>>>>        printf("vtkPVRenderView::SetRequestLODRendering():
>>>>> this->LODResolution = %g\n", this->LODResolution);
>>>>>    this->RequestInformation->Set(LOD_RESOLUTION(), this->LODResolution);
>>>>>    }
>>>>>  else
>>>>>
>>>>> this always outputs
>>>>>
>>>>> vtkPVRenderView::SetRequestLODRendering(): this->LODResolution = 1
>>>>>
>>>>> no matter what the slider is set to, leading to
>>>>> vtkGeometryRepresentation::ProcessViewRequest() always setting the
>>>>> decimator to 160^3:
>>>>>
>>>>> ...
>>>>> // this is where we will look to see on what nodes are we going to
>>>>> render and
>>>>>    // render set that up.
>>>>>    bool lod = this->SuppressLOD? false :
>>>>>      (inInfo->Has(vtkPVRenderView::USE_LOD()) == 1);
>>>>>    if (lod)
>>>>>      {
>>>>>      if (inInfo->Has(vtkPVRenderView::LOD_RESOLUTION()))
>>>>>        {
>>>>>        int division = static_cast<int>(150 *
>>>>>          inInfo->Get(vtkPVRenderView::LOD_RESOLUTION())) + 10;
>>>>>            printf("SETTING DECIMATOR TO %d^3 DIVISIONS\n", division);
>>>>>        this->Decimator->SetNumberOfDivisions(division, division, 
>>>>> division);
>>>>>        }
>>>>> ...
>>>>>
>>>>> Does this make any sense to you?
>>>>>
>>>>> Regards,
>>>>> Paul
>>>>>
>>>>> PS: The other project we had contact on is on my todo-stack, hope to
>>>>> pick it up again in the near future :-/
>>>>>
>>>>>
>>>>> On 06/20/2012 04:14 PM, Utkarsh Ayachit wrote:
>>>>>> Ok, I do some funkiness in that regard. Let me try to track that down.
>>>>>>
>>>>>> Utkarsh
>>>>>>
>>>>>> On Wed, Jun 20, 2012 at 10:06 AM, Paul Melis <[email protected]> wrote:
>>>>>>> Ah, missed that. But my issue is not that the LOD-rendering mesh is the
>>>>>>> same as the fullres one (it's not, as expected), but that the LOD
>>>>>>> resolution setting does not seem to influence the LOD mesh in my case.
>>>>>>> Especially for a very large mesh I would expect 10^3 versus 160^3 to
>>>>>>> make a whopping difference.
>>>>>>>
>>>>>>> On 06/20/2012 04:03 PM, Utkarsh Ayachit wrote:
>>>>>>>> Look closely. They are not the same. Look the wireframing around the
>>>>>>>> centre of the sphere closely.
>>>>>>>>
>>>>>>>> On Wed, Jun 20, 2012 at 9:53 AM, Paul Melis <[email protected]> wrote:
>>>>>>>>> Hmmm, amiss at my end or in ParaView? The LOD and non-LOD views of 
>>>>>>>>> your
>>>>>>>>> sphere are the same it seems.
>>>>>>>>>
>>>>>>>>> On 06/20/2012 03:50 PM, Utkarsh Ayachit wrote:
>>>>>>>>>> Something's amiss. Attached are images of what I see when I interact
>>>>>>>>>> with a default sphere.
>>>>>>>>>>
>>>>>>>>>> Utkarsh
>>>>>>>>>>
>>>>>>>>>> On Wed, Jun 20, 2012 at 9:44 AM, Paul Melis <[email protected]> 
>>>>>>>>>> wrote:
>>>>>>>>>>> Does the LOD render use quadric clustering by the way?
>>>>>>>>>>> And if so, should the LOD resolution setting produce the same mesh
>>>>>>>>>>> during interactive rendering as when applying a Quadric Clustering
>>>>>>>>>>> filter to the same input with the same resolution settings?
>>>>>>>>>>>
>>>>>>>>>>> On 06/20/2012 03:40 PM, Paul Melis wrote:
>>>>>>>>>>>> Hmm, maybe not a good test, as depending on the sphere resolution 
>>>>>>>>>>>> a the
>>>>>>>>>>>> quadric clustering will produce the same results for a range of
>>>>>>>>>>>> dimension settings (i.e. 10^3 and up)
>>>>>>>>>>>>
>>>>>>>>>>>> On 06/20/2012 03:36 PM, Paul Melis wrote:
>>>>>>>>>>>>> I actually get the same result when using the builtin server.
>>>>>>>>>>>>>
>>>>>>>>>>>>> On 06/20/2012 03:34 PM, Paul Melis wrote:
>>>>>>>>>>>>>> Same result, I see no difference in meshes used during 
>>>>>>>>>>>>>> interaction
>>>>>>>>>>>>>> between 10x10x10 and 160x160x160 for LOD Resolution. Just to 
>>>>>>>>>>>>>> make sure:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> - LOD Threshold is checked, set to 0.00 MBytes
>>>>>>>>>>>>>> - Remote Render Threshold is checked, set to 0 MBytes
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Paul
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On 06/20/2012 03:28 PM, Utkarsh Ayachit wrote:
>>>>>>>>>>>>>>> Try reproducing with sphere source. Any luck?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> On Wed, Jun 20, 2012 at 9:26 AM, Paul Melis 
>>>>>>>>>>>>>>> <[email protected]> wrote:
>>>>>>>>>>>>>>>> It's already at 0 (see below).
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Paul
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On 06/20/2012 03:16 PM, Utkarsh Ayachit wrote:
>>>>>>>>>>>>>>>>> WHat is the LOD Threshold set to? Try setting it to 0.
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> Utkarsh
>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>> On Wed, Jun 20, 2012 at 6:07 AM, Paul Melis 
>>>>>>>>>>>>>>>>> <[email protected]> wrote:
>>>>>>>>>>>>>>>>>> Hi,
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> I'm doing remote rendering with PV 3.14.0, with quite a 
>>>>>>>>>>>>>>>>>> large set (isosurface of 98M tris) on 16 render nodes, each 
>>>>>>>>>>>>>>>>>> with a GTX460 and 12 GB RAM (Linux 64-bit cluster btw).
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> This model renders like a dog when interacting. I've checked 
>>>>>>>>>>>>>>>>>> the subsampling settings, compression settings and LOD 
>>>>>>>>>>>>>>>>>> settings to see make sure I'm actually using lower 
>>>>>>>>>>>>>>>>>> resolution rendering and model decimation during 
>>>>>>>>>>>>>>>>>> interaction. I have enabled LOD Threshold and set the value 
>>>>>>>>>>>>>>>>>> to 0 (to force LOD usage during interaction, per tooltip).
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> But I don't see any difference in the actual decimated model 
>>>>>>>>>>>>>>>>>> used during interactive rendering for different LOD 
>>>>>>>>>>>>>>>>>> Resolution values (checked using surface-with-edges repr and 
>>>>>>>>>>>>>>>>>> rendering without subsampling). I also don't see how the 
>>>>>>>>>>>>>>>>>> value for LOD resolution relates to the actual model used. I 
>>>>>>>>>>>>>>>>>> would expect something like quadric clustering to be used, 
>>>>>>>>>>>>>>>>>> but when e.g. setting LOD resolution to 10x10x10 the model 
>>>>>>>>>>>>>>>>>> during interaction uses many more triangles than "10 per 
>>>>>>>>>>>>>>>>>> direction" (or per data piece assigned per process, when 
>>>>>>>>>>>>>>>>>> showing Process Id Scalars).
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> I just don't see any difference between different LOD 
>>>>>>>>>>>>>>>>>> resolution settings. Am I missing a setting somewhere?
>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>> Regards,
>>>>>>>>>>>>>>>>>> Paul
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>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>
>>>>>>>
>>>>>
>>>
>
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