volumeOptimize?

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C I Knowles (msczcik@scs.leeds.ac.uk)
Tue, 13 Jul 1999 16:12:07 +0100


I'm having a few problems with the volumeOptimize routine......if anyone
can explain I'll be very interested. I'd also be very interested to hear
from anyone else who is using Volumizer with Inventor.

I'm using a version of the Inventor examples provided with Volumizer and
getting some good results. However I've had a few problems when using
the volumeOptimize method. The simple Inventor example file
voivAppearance.cxx calls the method in two places - at the end of the
readVolume function, with the parameter 'PRE_TRANSPOSE' and in the
doAction method with the parameter 'BEST_PERFORMANCE'.

Chapter 3 of the Volumizer manual states that parameters can be one of;
BEST_PERFORMANCE, INTERLEAVED or TEXTURE_OBJECTS

However the Enums.h file gives;
BEST_PERFORMANCE, TEXTURE_OBJECTS, INTERLEAVE_2WAY, TIGHTEN_MEMORY,
PRE_TRANSPOSE, LEAST_MEMORY and O2

-I can find no description of what these mean anywhere, nor a good
description of what function 'volumeOptimize' performs in each case.

However, back to my example. I took the Inventor example and have
modified the code. My voxel data is in memory already, hence my 'reader'
copies it into the bricks in the voivAppearance node. This works with no
problem and displays the results well.

The debug information shows that texture objects are being created:
-------------------------------------
Optimizing volume ... Making texture objects ... 1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 done.
Making texture objects ... 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71
72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114
115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132
133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150
151 152 153 154 155 156 157 158 159 160 done.
Making texture objects ... 161 162 163 164 165 166 167 168 169 170 171
172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189
190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207
208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225
226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243
244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261
262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279
280 281 282 283 284 285 286 287 288 done.
done optimizing.
Allocating Transient Geometry Cache:
              tetraCount 5 maxBrickCount 128 maxSamplesNumber 512
        Pp 32 ms Ld 49 ms DR 0.0 Mv/s Dw 149 ms Tl 230 ms fps 4.35
 ------------------------------------
However, if I then change the voxel data and force the voivAppearance
node to re-read the data I get:

 Optimizing volume ... Making texture objects ... 289 290 291 292 293
294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311
312 313 314 315 316 317 318 319 320 done.
 Making texture objects ... 321 322 323 324 325 326 327 328 329 330 331
332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349
350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367
368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385
386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403
404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421
422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439
440 441 442 443 444 445 446 447 448 done.
 Making texture objects ... 449 450 451 452 453 454 455 456 457 458 459
460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477
478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495
496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513
514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531
532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549
550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567
568 569 570 571 572 573 574 575 576 done.
 done optimizing.
 Pp 2477 ms Ld 2 ms DR 0.0 Mv/s Dw 1244 ms Tl 3723 ms fps 0.27

And if I repeatedly force a re-read of data after about 3 times I get a
core dump because I'm out of memory.

So it looked to me as though the previous texture objects are not being
deleted. Hence I added a call to volumeUnOptimize and deleted all the
bricks before the data is re-read. I still get the same results.

But......if I change the PRE_TRANSPOSE parameter at the end of the
readVolume function to BEST_PERFORMANCE everything works without any
problems....and similarly if I omit the volumeOptimize call completely.

Anyone know why??

Thanks

Chris


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