lifeguard1999
New member
The work I perform is Scientific Visualization. Basically this means taking terabytes of data and turning it into pretty pictures and animation so that the researcher can understand it. We also take it and visualize it in 3-D (since the data is in 3-D + varies with time) using SGI supercomputers. We do this using Crystal Eyes active shutter glasses and a hugs panormaic screen.
However, SGI's performance increase in the CPU and graphics realm has slowed considerably. I wrote some code from the ground up using OpenGL and C++. It compiles and runs not only on SGI's computers, but also on the Wintel platforms.
At work with a dual 1.7 GHz Xeon & Geforce 2 Quadro I get 124 frames per second. With the 400 MHz SGI CPUs and InfiniteReality2 graphics, I get 50 fps. At home with a 933 Pentium3 and 8500, I get 35 fps. At home I am CPU bound, not ill-rate bound.
The data I am using is a fuel injector for a gas turbine engine. Basically it looks like a cigar with smoke rings (torus in shape) puffing out. There are 312 time steps, with an average of 17,000 +/- 500 vertices for each time step.
So I decided to take the code and add in Truform (PN Triangles). My results are:
TruForm OFF: 37 fps
Truform ON:
Triangle Level 0: 35.5 fps
Triangle Level 1: 22.5 fps
Triangle Level 2: 13.5 fps
Triangle Level 3: 9.75 fps
Triangle Level 4: 6.75 fps
Triangle Level 5: 5.20 fps
The image quality is second best without Truform. Here I am using normals for every vertex (as oppossed to using normals for the "face"). However, its performance is the best. So I rate it best overall.
The best image quality is higher levels of Truform with linear interpolation of the normals. As you can see, higher levels give worse performance.
Worst is quadratic interpolation of the normals with the level = 1. The "cigar" took on the "texture" of a circuit board. Level > 2 showed better results.
I could tell very little difference between linear/cubic for the points. Zooming in real close revels that cubic looks better. But at 30fps, the difference was too small to notice.
Conclusion:
Truform is easy to code in OpenGL. It took less than half-an-hour. For this particular data set on this particular computer, it is not worth it. However, I will leave it in for possible use on future data sets.
Future Work:
-> I may take out my 8500 and drop it in the dual 1.7 GHz at work and see how it performs there.
-> In about a month, the OpenGL/C++ code will be freely available for download from my work site.
-> What the heck do these other ATI extensions do? There is only one way to find out ...
However, SGI's performance increase in the CPU and graphics realm has slowed considerably. I wrote some code from the ground up using OpenGL and C++. It compiles and runs not only on SGI's computers, but also on the Wintel platforms.
At work with a dual 1.7 GHz Xeon & Geforce 2 Quadro I get 124 frames per second. With the 400 MHz SGI CPUs and InfiniteReality2 graphics, I get 50 fps. At home with a 933 Pentium3 and 8500, I get 35 fps. At home I am CPU bound, not ill-rate bound.
The data I am using is a fuel injector for a gas turbine engine. Basically it looks like a cigar with smoke rings (torus in shape) puffing out. There are 312 time steps, with an average of 17,000 +/- 500 vertices for each time step.
So I decided to take the code and add in Truform (PN Triangles). My results are:
TruForm OFF: 37 fps
Truform ON:
Triangle Level 0: 35.5 fps
Triangle Level 1: 22.5 fps
Triangle Level 2: 13.5 fps
Triangle Level 3: 9.75 fps
Triangle Level 4: 6.75 fps
Triangle Level 5: 5.20 fps
The image quality is second best without Truform. Here I am using normals for every vertex (as oppossed to using normals for the "face"). However, its performance is the best. So I rate it best overall.
The best image quality is higher levels of Truform with linear interpolation of the normals. As you can see, higher levels give worse performance.
Worst is quadratic interpolation of the normals with the level = 1. The "cigar" took on the "texture" of a circuit board. Level > 2 showed better results.
I could tell very little difference between linear/cubic for the points. Zooming in real close revels that cubic looks better. But at 30fps, the difference was too small to notice.
Conclusion:
Truform is easy to code in OpenGL. It took less than half-an-hour. For this particular data set on this particular computer, it is not worth it. However, I will leave it in for possible use on future data sets.
Future Work:
-> I may take out my 8500 and drop it in the dual 1.7 GHz at work and see how it performs there.
-> In about a month, the OpenGL/C++ code will be freely available for download from my work site.
-> What the heck do these other ATI extensions do? There is only one way to find out ...
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