I'll try to post a better (but still informal) breakdown to the manta list
later this week. Here is a sketch of what performance looks like to
me:
The timings are for the MantaBenchmark program in vtkManta that I
wrote, I will export the data to something pure manta can read and
see how that compares this week.
The best accel structure in my benchmark is DynBVH. With that starting
around 50k triangles the framerate starts to plummet downward from
60fps to 30fps at 100k to 6fps at 1million. Playing with max packet
size changes the 1million tri case by about 1fps on either side.
GridSpheres 3 is better between 50k and 100k (it drops barely at all),
but shortly after 100k the build runs out of memory and crashes. The
build time is too long to use in practice for sci-vis, where change is
the norm and pure rendering (just camera motion) comes in bursts.
Manta pretty handily outperforms Mesa GL (it is roughly even for < 50k
and against a single manta thread), but it never outperforms GL on my
NVidia card. It does start to be competative above 1million tris though.
David E DeMarle
Kitware, Inc.
R&D Engineer
28 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-371-3971 x109
On Sun, Apr 11, 2010 at 3:34 AM, Carson Brownlee
< >
wrote:
How many triangles are you talking about and would you mind giving a
breakdown of your timings? I believe Thiagos comment on decreasing packet
size may help if you have a small window size and lot of threads which might
choke the load balancer. It should not affect single threaded performance
however.
Carson
On Apr 9, 2010, at 5:35 PM, David E DeMarle wrote:
Awesome, thanks.
David E DeMarle
Kitware, Inc.
R&D Engineer
28 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-371-3971 x109
On Fri, Apr 9, 2010 at 7:30 PM, Thiago Ize
< >
wrote:
BSP and CellSkipper you probably would never want to use since the BSP
has a
super slow build for relatively minor speed gains and CellSkipper is slow
and just interesting from an academic view.
RecursiveGrid is a very good choice when the rays are very incoherent and
single ray traversal is just as good (or better) than packet traversal.
This happens with path tracing for instance. The number of levels to
use
is described in my dissertation, but 3 is usually the right amount. The
build is decent, but could be made much faster if someone spent the time
to
optimize it.
KDTree is ok, but the version in manta is not as optimized as it could
be,
so I'd probably use DynBVH over it.
DynBVH is usually a good acceleration structure to use. The build can be
made faster by going into cmake and turning
MANTA_USE_DYNBVH_APPROXIMATE to ON
however that will result in slower traversal performance. Faster build
algorithms exist and someone should implement it as well as parallelizing
the build.
The poor scaling with increasing triangles could be a result of the
packet
size being too big. Trying turning it down to see if it improves
performance. The exception to this rule is RecursiveGrid which already
does
a single ray traversal so packet size is not an issue.
If possible, I'd recommend flattening the groups so that there is just a
single group and then building a tree over this since this will give the
best performance. Otherwise, the type of structures to use would depend
on
how the objects are distributed within a group and how the groups are
distributed.
Thiago
David E DeMarle wrote:
Can anyone tell me about, or point me to descriptions of, the ?five?
different acceleration structures (BSP, CellSkipper, RecursiveGrid,
KDTree, RecursiveGrid) in Manta?
vtkManta uses DynBVH, and it appears to be the fastest so far, but it
doesn't seem to scale all that well when the number of triangles
increases. I am wondering if one of the others (with well chosen
settings) would be a better choice.
So far, vtkManta isn't changing the contents of the DynBVH, so the
Dynamic nature of it isn't that important (but quick build times are
important).
We do want to be able to have (groups of) triangles, cylinders and
spheres in the acceleration structure so a non-homogenous acceleration
structure is preferable.
thanks for any pointers,
David E DeMarle
Kitware, Inc.
R&D Engineer
28 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-371-3971 x109
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