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From: James W. W. <os...@jw...> - 2007-10-16 02:59:18
|
On Oct 15, 2007, at 12:13 PM, Stefan Huber wrote: > Your fix works well for Quesa OpenGL and Wireframe, thanks. > Unfortunately Quesa Hiddenline still shows degenerated triangles. I'm not too familiar with what the HiddenLine renderer is supposed to do, but I think I have fixed it. |
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From: Stefan H. <st...@to...> - 2007-10-15 19:15:33
|
>On Oct 14, 2007, at 3:53 PM, Stefan Huber wrote: > >> The combination of kQ3FillStyleEdges and kQ3BackfacingStyleBoth/Flip >> produces for large trimeshes (see kMinTrianglesToCache) junk lines >> when kQ3RendererPropertyAutomaticTriangleStrips is on and VBOs are >> used. >> >> Removing QORenderer::Renderer::RenderFastPathTriMesh line 1010f >> (GetCachedTriangleStrip) temporarily "solves" the problem. >> >> The error occurs with Quesa OpenGL when kQ3FillStyleEdges is on and >> with Quesa Wireframe and Hiddenline (Wireframe and Hiddenline are >> using glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )). > > >This turned out to be pretty easy to figure out. In order to create >a single triangle strip, the MakeStrip algorithm adds degenerate >triangles linking together separate strips. In the usual filled >style, these degenerate triangles are not drawn, but in edge fill >style, they cause extra edges. > >I have committed a fix, which simply does not use triangle strips in >the edge fill case. > Your fix works well for Quesa OpenGL and Wireframe, thanks. Unfortunately Quesa Hiddenline still shows degenerated triangles. Stefan http://www.topoi.ch |
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From: James W. W. <os...@jw...> - 2007-10-15 02:20:14
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On Oct 14, 2007, at 3:53 PM, Stefan Huber wrote: > The combination of kQ3FillStyleEdges and kQ3BackfacingStyleBoth/Flip > produces for large trimeshes (see kMinTrianglesToCache) junk lines > when kQ3RendererPropertyAutomaticTriangleStrips is on and VBOs are > used. > > Removing QORenderer::Renderer::RenderFastPathTriMesh line 1010f > (GetCachedTriangleStrip) temporarily "solves" the problem. > > The error occurs with Quesa OpenGL when kQ3FillStyleEdges is on and > with Quesa Wireframe and Hiddenline (Wireframe and Hiddenline are > using glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )). This turned out to be pretty easy to figure out. In order to create a single triangle strip, the MakeStrip algorithm adds degenerate triangles linking together separate strips. In the usual filled style, these degenerate triangles are not drawn, but in edge fill style, they cause extra edges. I have committed a fix, which simply does not use triangle strips in the edge fill case. > The Interactive renderer has its own backface culling: here all is ok. Which has nothing to do with backface culling, only the fact that the IR never uses triangle strips. |
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From: James W. W. <os...@jw...> - 2007-10-14 23:40:50
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On Oct 14, 2007, at 3:53 PM, Stefan Huber wrote: > The combination of kQ3FillStyleEdges and kQ3BackfacingStyleBoth/Flip > produces for large trimeshes (see kMinTrianglesToCache) junk lines > when kQ3RendererPropertyAutomaticTriangleStrips is on and VBOs are > used. > > Removing QORenderer::Renderer::RenderFastPathTriMesh line 1010f > (GetCachedTriangleStrip) temporarily "solves" the problem. > > The error occurs with Quesa OpenGL when kQ3FillStyleEdges is on and > with Quesa Wireframe and Hiddenline (Wireframe and Hiddenline are > using glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )). > > The Interactive renderer has its own backface culling: here all is ok. Can you tell me how to see this problem in Geom Test? With the Quesa logo (which has enough triangles), OpenGL renderer, and fill style edges, I don't see any obvious problem. |
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From: Stefan H. <st...@to...> - 2007-10-14 22:58:40
|
The combination of kQ3FillStyleEdges and kQ3BackfacingStyleBoth/Flip produces for large trimeshes (see kMinTrianglesToCache) junk lines when kQ3RendererPropertyAutomaticTriangleStrips is on and VBOs are used. Removing QORenderer::Renderer::RenderFastPathTriMesh line 1010f (GetCachedTriangleStrip) temporarily "solves" the problem. The error occurs with Quesa OpenGL when kQ3FillStyleEdges is on and with Quesa Wireframe and Hiddenline (Wireframe and Hiddenline are using glPolygonMode( GL_FRONT_AND_BACK, GL_LINE )). The Interactive renderer has its own backface culling: here all is ok. Stefan http://www.topoi.ch |
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From: James W. W. <os...@jw...> - 2007-10-13 15:50:30
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On Oct 13, 2007, at 1:03 AM, Sauro Agostini wrote: > The other way could be to modify your optimizing code to copy the > custom attributes of polygon and general polygons to the faces > attributes of the meshes. What part of the code should I look for > this modification? Where exactly is the custom attribute? Is it a vertex attribute, or does it belong to the attribute set of the geometry, or does it belong to a free-floating attribute set? |
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From: Sauro A. <sag...@in...> - 2007-10-13 08:25:38
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> > >I don't understand why you need custom attributes, since they cannot >affect the rendering. The custom attributes are for picking, selecting and modify. The model is generated from an architectural model where the basic elements are walls, roofs, windows etc. When the program generates the model, adds a custom attribute with some information to retrieve the original elements (layer, type of element and an index). When the user click on the model in selection mode, the attribute indexes to the original element, the program generate a little model of it and the user can drag, double click, change the dimension etc. >You could modify my programs to preserve the custom attributes. Or >perhaps you could keep the original geometry around in a display >group marked invisible. > Yes, I could save 2 different models, an optimized model for a fast navigation and the original model for picking, selecting and modifying. The other way could be to modify your optimizing code to copy the custom attributes of polygon and general polygons to the faces attributes of the meshes. What part of the code should I look for this modification? Thanks again. Sauro -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-13 02:06:30
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On Oct 12, 2007, at 10:44 AM, Sauro Agostini wrote: > Now it's very fast and the textures are OK. There is another problem > with custom attributes. > Any original polygons have a custom attribute. > The final model is composed of meshes that includes the original > polygons with the same characteristics. > I find that the custom attribute of the last element of a certain > type is assigned as a general mesh attribute. > The triangles faces have an attribute 3, that should be > AttributeTypeNormal, so it doesn't seem to contain the custom > attribute of the original polygons. I don't understand why you need custom attributes, since they cannot affect the rendering. You could modify my programs to preserve the custom attributes. Or perhaps you could keep the original geometry around in a display group marked invisible. |
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From: Sauro A. <sag...@in...> - 2007-10-12 17:44:34
|
>It wasn't the textures that were missing, it was the UV coordinates. >Your model had shading UVs, and I was looking for surface UVs. I >have changed the merge functions to treat surface UVs and shading UVs >as interchangeable. Now it's very fast and the textures are OK. There is another problem with custom attributes. Any original polygons have a custom attribute. The final model is composed of meshes that includes the original polygons with the same characteristics. I find that the custom attribute of the last element of a certain type is assigned as a general mesh attribute. The triangles faces have an attribute 3, that should be AttributeTypeNormal, so it doesn't seem to contain the custom attribute of the original polygons. Any suggestion? Thanks, Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-12 16:09:11
|
On Oct 12, 2007, at 1:07 AM, Daniele Cavallini wrote: > Wow! Very good optimization. I try it and it is very fast result. > They are good for windows,too? Yes, there is nothing platform-specific about it. > James W. Walker ha scritto: >> On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: >> >> >>>> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be >>>> called in >>>> a submitting loop. When I tried it, I did it like this: >>>> >>>> >>> After this modification I have the same results as you, but with a >>> collateral effect if there are some textures. >>> >>> The little textured 3DMF file shows the problem: >>> >>> http://wwww.interstudio.net/quesa/3wallTexture.zip >>> >>> Textures and shaders are applied to groups and it seems that >>> DecomposeGeometries (or LowerAttributesToGeometries?) misses the >>> textures, so after the optimization the model shows without >>> textures. >>> >>> >> >> It wasn't the textures that were missing, it was the UV coordinates. >> Your model had shading UVs, and I was looking for surface UVs. I >> have changed the merge functions to treat surface UVs and shading UVs >> as interchangeable. >> >> --------------------------------------------------------------------- >> ---- >> This SF.net email is sponsored by: Splunk Inc. >> Still grepping through log files to find problems? Stop. >> Now Search log events and configuration files using AJAX and a >> browser. >> Download your FREE copy of Splunk now >> http://get.splunk.com/ >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> >> > > ---------------------------------------------------------------------- > --- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a > browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: Daniele C. <dca...@in...> - 2007-10-12 08:07:23
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Wow! Very good optimization. I try it and it is very fast result. They are good for windows,too? James W. Walker ha scritto: > On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: > > >>> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in >>> a submitting loop. When I tried it, I did it like this: >>> >>> >> After this modification I have the same results as you, but with a >> collateral effect if there are some textures. >> >> The little textured 3DMF file shows the problem: >> >> http://wwww.interstudio.net/quesa/3wallTexture.zip >> >> Textures and shaders are applied to groups and it seems that >> DecomposeGeometries (or LowerAttributesToGeometries?) misses the >> textures, so after the optimization the model shows without textures. >> >> > > It wasn't the textures that were missing, it was the UV coordinates. > Your model had shading UVs, and I was looking for surface UVs. I > have changed the merge functions to treat surface UVs and shading UVs > as interchangeable. > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
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From: James W. W. <os...@jw...> - 2007-10-12 04:43:50
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On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: >> >> >> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in >> a submitting loop. When I tried it, I did it like this: >> > > > After this modification I have the same results as you, but with a > collateral effect if there are some textures. > > The little textured 3DMF file shows the problem: > > http://wwww.interstudio.net/quesa/3wallTexture.zip > > Textures and shaders are applied to groups and it seems that > DecomposeGeometries (or LowerAttributesToGeometries?) misses the > textures, so after the optimization the model shows without textures. > It wasn't the textures that were missing, it was the UV coordinates. Your model had shading UVs, and I was looking for surface UVs. I have changed the merge functions to treat surface UVs and shading UVs as interchangeable. |
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From: James W. <ja...@fr...> - 2007-10-11 19:26:41
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With a few changes I just committed, I got hardware-accelerated offscreen rendering working on Windows, including shadows and per-pixel lighting. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Sauro A. <sag...@in...> - 2007-10-11 18:31:58
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> > >DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in >a submitting loop. When I tried it, I did it like this: > After this modification I have the same results as you, but with a collateral effect if there are some textures. The little textured 3DMF file shows the problem: http://wwww.interstudio.net/quesa/3wallTexture.zip Textures and shaders are applied to groups and it seems that DecomposeGeometries (or LowerAttributesToGeometries?) misses the textures, so after the optimization the model shows without textures. Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: Roch M. C. <ro...@ro...> - 2007-10-10 10:12:14
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Adding the vertex normals did it! Thanks! Roch On 9-Oct-07, at 10:48 PM, James Walker wrote: > Roch M. Comeau wrote: >> Hi Again, >> >> I found the headers describing TriMeshOptimizer and think adding >> vertex normals (I already had face normals) might help, and hopefuly >> it will be faster for me to calculate it on the fly while building >> the >> mesh than have to have TriMeshOptimizer calculate it after. >> >> Any other comments welcome. > > Yes, providing your own normals will make it unnecessary for the > renderer to optimize the geometry. > > -- > James W. Walker, Innoventive Software LLC > <http://www.frameforge3d.com/> > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a > browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |
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From: James W. <ja...@fr...> - 2007-10-10 02:48:09
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Roch M. Comeau wrote: > Hi Again, > > I found the headers describing TriMeshOptimizer and think adding > vertex normals (I already had face normals) might help, and hopefuly > it will be faster for me to calculate it on the fly while building the > mesh than have to have TriMeshOptimizer calculate it after. > > Any other comments welcome. Yes, providing your own normals will make it unnecessary for the renderer to optimize the geometry. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Roch M. C. <ro...@ro...> - 2007-10-10 02:32:16
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Hi Again, I found the headers describing TriMeshOptimizer and think adding vertex normals (I already had face normals) might help, and hopefuly it will be faster for me to calculate it on the fly while building the mesh than have to have TriMeshOptimizer calculate it after. Any other comments welcome. Chers, Roch Comeau On 9-Oct-07, at 9:42 PM, Roch M. Comeau wrote: > Hello, > > I recently made a small change in how I implemented a marching cubes > algorithm to generate a smoother "skin" segmentation from MR image > data (see attachments). The change did not alter the number of > triangles (about 200k) but did increase the smoothness quite a lot, > and more importantly for me, more accurate normals. The side-effect > I encountered was a dramatic increase in time to render the image > for the first time. When I submit the old skin for rendering for the > first time, there is an almost imperceptible pause before rendering > (about 1 second). When I submit the second one, I get a 60 second > delay before it appears. My program is unresponsive (spinning wheel) > until it completes so this is not desired. I ran it under Shark and > found that it spends its time in TriMeshOptimizer and mainly in > ArePointsSImilar and Q3FastVector3D_Dot within the optimizer. > > The old skin had a lot of polygons that were co-planar while the > smoother one has more variation in the orientations of the > triangles, if that helps. The 3dmf files are almost equal in size > (about 11MB) and once the skin has been rendered once, rotates in > real time. When I reload the image from file, it also displays > immediately the first time. > > Any thoughts? I really want this nice smooth skin, but a 60 second > pause (vs. 1 second) is a huge hit. > > Thanks, > > Roch Comeau > Rogue Research INc. > > <New Skin.jpg><Old > Skin > .jpg > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a > browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/_______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: Roch M. C. <ro...@ro...> - 2007-10-10 01:43:27
|
Hello, I recently made a small change in how I implemented a marching cubes algorithm to generate a smoother "skin" segmentation from MR image data (see attachments). The change did not alter the number of triangles (about 200k) but did increase the smoothness quite a lot, and more importantly for me, more accurate normals. The side-effect I encountered was a dramatic increase in time to render the image for the first time. When I submit the old skin for rendering for the first time, there is an almost imperceptible pause before rendering (about 1 second). When I submit the second one, I get a 60 second delay before it appears. My program is unresponsive (spinning wheel) until it completes so this is not desired. I ran it under Shark and found that it spends its time in TriMeshOptimizer and mainly in ArePointsSImilar and Q3FastVector3D_Dot within the optimizer. The old skin had a lot of polygons that were co-planar while the smoother one has more variation in the orientations of the triangles, if that helps. The 3dmf files are almost equal in size (about 11MB) and once the skin has been rendered once, rotates in real time. When I reload the image from file, it also displays immediately the first time. Any thoughts? I really want this nice smooth skin, but a 60 second pause (vs. 1 second) is a huge hit. Thanks, Roch Comeau Rogue Research INc. |
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From: James W. W. <os...@jw...> - 2007-10-09 16:18:51
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On Oct 9, 2007, at 7:59 AM, Sauro Agostini wrote: >> >> * The original farmhouse ran at about 6 FPS. >> * With extra references removed (the RemoveExtraReferences function), >> the speed was about 60 FPS. >> >> * With some more algorithms, I got the speed up to about 370 FPS. >> The sequence of algorithms I used was: >> >> RemoveExtraReferences >> DecomposeGeometries >> LowerAttributesToGeometries >> FlattenHierarchy >> OptimizeTriMeshes >> MergeTriMeshes > > > Thanks a lot for your algorithms. > > There was a bug in the export 3DMF function of my application, so > there were more submitting of the same models. > > I tried to add all the other optimization functions, but I didn't > get your results. > > > I added the following code to the Geom test example, after > importing a model: > > RemoveExtraReferences(notOptimizedModel); > DecomposeGeometries( notOptimizedModel,theView ); > LowerAttributesToGeometries( notOptimizedModel); > theModel=(TQ3GroupObject) FlattenHierarchy > (notOptimizedModel,0 ); > OptimizeTriMeshes(theModel); > MergeTriMeshes( theModel); > > > Working on the same 3dmf file that I sent you I have the following > results (on an iMac Intel 2 core Duo) > > Without optimization 18 FPS > With extra references removed 155 FPS > With all the algorithms 178 FPS > > Maybe didn't I apply the algorithms correctly? DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in a submitting loop. When I tried it, I did it like this: Q3View_StartBoundingBox( theView, kQ3ComputeBoundsApproximate ); Qut_SubmitDefaultState(theView); DecomposeGeometries( gSceneGeometry, theView ); Q3View_EndBoundingBox( theView, &dummyBounds ); |
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From: Sauro A. <sag...@in...> - 2007-10-09 15:00:04
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> >* The original farmhouse ran at about 6 FPS. > >* With extra references removed (the RemoveExtraReferences function), >the speed was about 60 FPS. > >* With some more algorithms, I got the speed up to about 370 FPS. >The sequence of algorithms I used was: > >RemoveExtraReferences >DecomposeGeometries >LowerAttributesToGeometries >FlattenHierarchy >OptimizeTriMeshes >MergeTriMeshes > Thanks a lot for your algorithms. There was a bug in the export 3DMF function of my application, so there were more submitting of the same models. I tried to add all the other optimization functions, but I didn't get your results. I added the following code to the Geom test example, after importing a model: RemoveExtraReferences(notOptimizedModel); DecomposeGeometries( notOptimizedModel,theView ); LowerAttributesToGeometries( notOptimizedModel); theModel=(TQ3GroupObject) FlattenHierarchy(notOptimizedModel,0 ); OptimizeTriMeshes(theModel); MergeTriMeshes( theModel); Working on the same 3dmf file that I sent you I have the following results (on an iMac Intel 2 core Duo) Without optimization 18 FPS With extra references removed 155 FPS With all the algorithms 178 FPS Maybe didn't I apply the algorithms correctly? Thank you again, Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: Roger H. <rog...@mi...> - 2007-10-09 13:54:09
|
In our interior design program, Microspot Interiors, we set our ceilings to back face removed, so that inside the room you can see them, but above the room you can see through them into the room. This does not seem to work with RayShade. I understand that they must be taken into account for reflections, but would it be possible for this to be made to work? If so, any pointers on what needs to be changed would be useful. Roger. |
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From: James W. W. <os...@jw...> - 2007-10-08 06:07:27
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On Oct 5, 2007, at 11:01 AM, James Walker wrote: > Even after this change, I think there is still much room for > improvement > in your farmhouse. I am thinking of writing up some algorithms to > modify Quesa groups in various ways, such as merging TriMeshes. I've now committed my algorithms in SDK/Extras/Utility Sources/ Mutating Algorithms. I did some speed tests with a release build of Geom Test on my PowerBook. * The original farmhouse ran at about 6 FPS. * With extra references removed (the RemoveExtraReferences function), the speed was about 60 FPS. * With some more algorithms, I got the speed up to about 370 FPS. The sequence of algorithms I used was: RemoveExtraReferences DecomposeGeometries LowerAttributesToGeometries FlattenHierarchy OptimizeTriMeshes MergeTriMeshes |
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From: James W. <ja...@fr...> - 2007-10-05 18:01:14
|
Sauro Agostini wrote:
>>
>> Anyway, you need to improve your model. The farmhouse model has
>> multiple references to various groups. Of course in some cases multiple
>> references can make sense, for instance if the references are subject to
>> different transformations, but in this case the multiple references are
>> just siblings in a group. That is, you're rendering things multiple
>> times for no apparent reason. When I removed the multiple references,
>> the model rendered almost 10 times faster with no apparent change in
>> appearance.
>
>
> Can you send me the modified model? It could be very useful for me, I
> tried to remove some references from the 3DMF file, but the
> appearance was different.
>
> Thank you in advance.
>
> Sauro Agostini
(model attached in private mail, not in the list)
Here is the code I used to remove the extra references.
TQ3GroupPosition pos, nextPos;
TQ3Object prevMember = NULL;
TQ3Object curMember;
Q3Group_GetFirstPosition( theGroup, &pos );
while (pos != NULL)
{
nextPos = pos;
Q3Group_GetNextPosition( theGroup, &nextPos );
Q3Group_GetPositionObject( theGroup, pos, &curMember );
Q3Object_Dispose( curMember ); // the group still holds a ref
if (curMember == prevMember)
{
curMember = Q3Group_RemovePosition( theGroup, pos );
Q3Object_Dispose( curMember );
}
else
{
prevMember = curMember;
}
pos = nextPos;
}
Even after this change, I think there is still much room for improvement
in your farmhouse. I am thinking of writing up some algorithms to
modify Quesa groups in various ways, such as merging TriMeshes.
--
James W. Walker, Innoventive Software LLC
<http://www.frameforge3d.com/>
|
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From: Sauro A. <sag...@in...> - 2007-10-05 16:37:59
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> > >Anyway, you need to improve your model. The farmhouse model has >multiple references to various groups. Of course in some cases multiple >references can make sense, for instance if the references are subject to >different transformations, but in this case the multiple references are >just siblings in a group. That is, you're rendering things multiple >times for no apparent reason. When I removed the multiple references, >the model rendered almost 10 times faster with no apparent change in >appearance. Can you send me the modified model? It could be very useful for me, I tried to remove some references from the 3DMF file, but the appearance was different. Thank you in advance. Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel 0573 99291 Fax 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net/home.html |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-04 16:17:15
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On Oct 4, 2007, at 8:41 AM, Daniele Cavallini wrote: > Is it possible to export a model in a 3D metafile mode text ? Sorry, no. That is bug 902977. |