Re: texture quandery.

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Chikai Ohazama (chikai@talula)
Thu, 5 Aug 1999 14:21:46 -0700 (PDT)


Hmmm... I guess I misunderstood the problem. If you're willing to live
with a 32 MB texture and all your other 2D textures fit into 32 MB, then
that works too. I just reread Fred Dech, and realized that he's using
Performer. For those of you at SIGGRAPH, go to the Friends of Perfomer
session and you'll find a pleasant surprise. We've got a Volumizer node
working in Performer.

________________________________________________________________________
Chikai J. Ohazama, Ph.D. SGI
Member of Technical Staff 2011 N. Shoreline Blvd. ms 525
Advanced Graphics Division Mountain View, CA 94043.1389
                                     Telephone: (650) 933-6533
                                     FAX: (650) 932-0511

On Thu, 5 Aug 1999, JB West wrote:

> The following is NOT a great idea. I make a LOT of use of 2D textures in
> my application. Thus, what I do is cut the Volumizer texture size to 32Megs,
> interleaved, shared texture objects; works great. With the latest Volumizer
> & patch, I can get > 200Mbytes/second average download rate on an IR2E/2RM's.
>
>
> On Aug 5, 1:20pm, Chikai Ohazama wrote:
> > Subject: Re: texture quandery.
> > IR doesn't manage textures well at all, so you have to do it yourself. So
> > here are some suggestions on possibly making it faster. Try taking out
> > the volumeOptimize command in the init call. This will make it so that
> > texture-objects are not used, there forcing a download each frame. Also
> > try change it to INTERLEAVE_2WAY. It will still be slow, but hopefully
> > not as slow as you're going now.
> >
> > Hope this helps.
> >
> > ________________________________________________________________________
> > Chikai J. Ohazama, Ph.D. SGI
> > Member of Technical Staff 2011 N. Shoreline Blvd. ms 525
> > Advanced Graphics Division Mountain View, CA 94043.1389
> > Telephone: (650) 933-6533
> > FAX: (650) 932-0511
> >
> >
> >
> > On Thu, 5 Aug 1999, Fred Dech wrote:
> >
> > > hi.
> > >
> > > my dev platform is IR w/4 RMs. displaying large volumes.
> > > application is Performer-based, using a heavily modified version of
> > > Volumizer Performer node from the Performer example program.
> > >
> > > symptoms:
> > > 1. 512x512data at 128 (1 brick) or less slices, great performance (~20
> fps).
> > > 2. with over 128 slices (>1 brick) performance goes south, big-time
> > > (~0.15 fps)
> > > 3. remove small texture(s) from GUI portion of application and great
> > > performance returns to multiple brick volume (512x512ushort) over
> > > 128 slices.
> > > 4. i uninstalled patch3696, just to check. no change.
> > >
> > > conclusions:
> > > 1. i'm sc**wed! :o :^)
> > > 2. the texture(s) in my GUI are killing Volumizer performance when more
> > > than one brick is required to hold the voxel data. but why?
> > >
> > > any suggestions would be greatly appreciated.
> > >
> > > --fred
> > > --
> > > Fred Dech fdech@uic.edu
> > > VRMedLab
> > > (312) 413-3092: fax (312) 996-8342
> > >
> >-- End of excerpt from Chikai Ohazama
>
>
>
> --
> JB West | jbwest@lgc.com | downsized .sig
>


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