yes i am getting 3FPS on 5.6.1 both with C++ and Python using 10000 spheres<br><br><div class="gmail_quote">On Fri, Oct 1, 2010 at 4:19 PM, Bill Lorensen <span dir="ltr"><<a href="mailto:bill.lorensen@gmail.com">bill.lorensen@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I just ran a small test on VTK4.4, VTK5.0, VTK5.2 and VTK Head. All<br>
built Release<br>
<br>
Rendered 10000 randomly distributed spheres. Ignore the absolute times<br>
(I have an old hand-me-down). All reported in frames per second (FPS):<br>
<br>
Version MultipleActors Single Actor<br>
4.4.2 .51 FPS .6 FPS<br>
5.0.4 1.24 FPS 5.9 FPS<br>
5.2.1 .92 FPS 6.0 FPS<br>
Head .88 FPS 5.9 FPS<br>
<br>
So, in this test, I don't see degradation in the 5.x releases. It is<br>
interesting that 4.4.2 does not benefit from a single actor. But,<br>
also, the performance has improved from 4.4 to present. Affolter's<br>
pipeline must be different I think.<br>
<br>
I've attached my test code. Sorry for it being somewhat ugly (it has<br>
memory leaks), but I wanted something that would compile on all of the<br>
releases.<br>
<br>
Bill<br>
<br>
On Fri, Oct 1, 2010 at 11:19 AM, Pascal Augustin<br>
<div class="im"><<a href="mailto:pascal@rogue-research.com">pascal@rogue-research.com</a>> wrote:<br>
</div><div><div></div><div class="h5">> Hi,<br>
><br>
>> I'd just like to know the alternatives (if any), before I consider rewriting our selection and highlighting mechanism... It would really be great, if we could find a solution to this.<br>
><br>
> In your particular situation, would it be possible to use a single mapper for all your objects? Perhaps it could be a viable solution. For example, if you wanted to show 10000 spheres, you could do:<br>
><br>
> 1) 10000 actors, 10000 mappers -> very slow<br>
> 2) 1 actor, 1 mapper -> very fast<br>
> 3) 10000 actors, 1 mapper -> acceptable speed<br>
><br>
> Pascal<br>
><br>
><br>
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