Re: Extracted meshes and performance

2013-11-01 Thread Eric Thivierge

Have you run any tests yourself in this respect?

On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:

Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or several meshes with few polys? Thanks everyone!
--




Re: Extracted meshes and performance

2013-11-01 Thread Alan Fregtman
Historically Soft has dealt quite well with few objects with intense
topology much better than thousands of low-res objects.

Like Eric said, it wouldn't hurt to run some tests yourself. For example,
you could make a very densely subdivided cube, extract each face to get a
few thousand objects and test performance of that vs extract each side
getting multiple polys.

You enable the framerate counter in the viewport with Display-Visibility
Options (All Cameras), then in the Stats tab, first option.




On Fri, Nov 1, 2013 at 11:02 AM, Eric Thivierge ethivie...@hybride.comwrote:

 Have you run any tests yourself in this respect?


 On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:

 Simple, quick question. When dealing with extracting meshes from
 another one that is deforming (using Create - Poly Mesh - Extract
 Polygons (keep) ), what is a better approach to take,
 performance-wise? One single mesh with lots of polygons (relatively
 speaking), or several meshes with few polys? Thanks everyone!
 --





Re: Extracted meshes and performance

2013-11-01 Thread Matt Morris
I'd probably try not to keep that kind of operator live, as it has a
tendency to get frozen off easily then you're stuck with a non-moving mesh
again. For example, if the source mesh gets the modelling frozen it can
freeze the operator.


On 1 November 2013 15:02, Eric Thivierge ethivie...@hybride.com wrote:

 Have you run any tests yourself in this respect?


 On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:

 Simple, quick question. When dealing with extracting meshes from
 another one that is deforming (using Create - Poly Mesh - Extract
 Polygons (keep) ), what is a better approach to take,
 performance-wise? One single mesh with lots of polygons (relatively
 speaking), or several meshes with few polys? Thanks everyone!
 --





-- 
www.matinai.com


Re: Extracted meshes and performance

2013-11-01 Thread Sergio Mucino

  
  
Makes sense. With other apps its the same case.
Unfortunately, I won't have time to test this thoroughly for our
needs... I'll trust your experience and comments in this case  :-) (I already have
to come in for the weekend as it is), but I will keep an eye on how
the scene feels as I progress.
Thanks guys!

  

On 01/11/2013 11:09 AM, Alan Fregtman wrote:

  Historically Soft has dealt quite well with few
objects with intense topology much better than thousands of
low-res objects.


Like Eric said, it wouldn't hurt to run some tests
  yourself. For example, you could make a very densely
  subdivided cube, extract each face to get a few thousand
  objects and test performance of that vs extract each side
  getting multiple polys.


You enable the framerate counter in the viewport with
  Display-Visibility Options (All Cameras), then in the
  Stats tab, first option.

  

  
  

  

  
  


On Fri, Nov 1, 2013 at 11:02 AM, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  
Have you run any tests yourself in this respect?

  

On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino
wrote:

  Simple, quick question. When dealing with extracting
  meshes from
  another one that is deforming (using Create - Poly
  Mesh - Extract
  Polygons (keep) ), what is a better approach to take,
  performance-wise? One single mesh with lots of
  polygons (relatively
  speaking), or several meshes with few polys? Thanks
  everyone!
  --


  

  


  

  



Re: Extracted meshes and performance

2013-11-01 Thread Sergio Mucino

  
  
In this case, I won`t have to worry about that. The meshes I`m
extracting from won`t see that happen to them, and nobody but me
will be touching them.
Good to know though! Thanks Matt!

  

On 01/11/2013 11:10 AM, Matt Morris wrote:

  I'd probably try not to keep that kind of operator
live, as it has a tendency to get frozen off easily then you're
stuck with a non-moving mesh again. For example, if the source
mesh gets the modelling frozen it can freeze the operator.
  

On 1 November 2013 15:02, Eric
  Thivierge ethivie...@hybride.com
  wrote:
  Have you
run any tests yourself in this respect?

  

On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino
wrote:

  Simple, quick question. When dealing with extracting
  meshes from
  another one that is deforming (using Create - Poly
  Mesh - Extract
  Polygons (keep) ), what is a better approach to take,
  performance-wise? One single mesh with lots of
  polygons (relatively
  speaking), or several meshes with few polys? Thanks
  everyone!
  --


  

  





-- 
www.matinai.com
  

  



Re: Extracted meshes and performance

2013-11-01 Thread Alok Gandhi
In theory, one mesh with more polys should be faster I think, because 
the scene has only one operator to update compared to many operators in 
case of multiple polys.


But, if the number of polygons is too high, the overhead for each 
operator with single polygon may be less than processing the heavy poly 
data in one operator.


This should be the case theoretically, but you have to do the tests to 
confirm as Eric said.


On 11/1/2013 11:02 AM, Eric Thivierge wrote:

Have you run any tests yourself in this respect?

On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:

Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or several meshes with few polys? Thanks everyone!
--





--

ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com http://www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

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**


RE: Extracted meshes and performance

2013-11-01 Thread Manny Papamanos
What the others said plus personally, one mesh would allow for more 
flexibility, in that case why not use the actual mesh instead of extracting it.

You may be taking a big hit right there by extracting it and keeping it live.



To test :

On a second instance of Softimage

Get a very dense sphere

Deform it with a 3-4 bone chain

extract

Check the interaction by moving the effector on the chain

Keep that scene open...



That’s what I do.





-manny


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Gandhi
Sent: Friday, November 01, 2013 11:15 AM
To: softimage@listproc.autodesk.com
Subject: Re: Extracted meshes and performance

In theory, one mesh with more polys should be faster I think, because the scene 
has only one operator to update compared to many operators in case of multiple 
polys.

But, if the number of polygons is too high, the overhead for each operator with 
single polygon may be less than processing the heavy poly data in one operator.

This should be the case theoretically, but you have to do the tests to confirm 
as Eric said.

On 11/1/2013 11:02 AM, Eric Thivierge wrote:
Have you run any tests yourself in this respect?

On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote:

Simple, quick question. When dealing with extracting meshes from
another one that is deforming (using Create - Poly Mesh - Extract
Polygons (keep) ), what is a better approach to take,
performance-wise? One single mesh with lots of polygons (relatively
speaking), or several meshes with few polys? Thanks everyone!
--


--

ALOK

GANDHI

/ directeur technique senior- senior technical director

alok.gan...@modusfx.commailto:alok.gan...@modusfx.com

T:

450 430-0010 x225

F:

450 430-0009
www.modusfx.comhttp://www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on
Facebookhttp://www.facebook.com/ModusFX


Twitterhttps://twitter.com/Modusfx
attachment: winmail.dat

RE: Extracted meshes and performance

2013-11-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I completely agree with this. However I would like to add that any lack of 
performance regarding high object count is probably less an issue with the 3D 
app  than an inherent processing limitation within most high end graphics 
systems.

We see this same behavior in other applications including very expensive high 
end simulation software. At a basic level what most apps appear to be doing at 
each iteration, frame change, camera viewport change, other update, etc is 
cycling through each root level object and checking for updates or mods that 
need to be applied per the methodology within that application. One way you 
could think about this is that it starts at the top of the explorer(outliner in 
maya) and repetitively cycles through the explorer  list over and over and over 
applying updates as it goes and as needed.

We have scenes, simulations, and scenarios where we have processed hundreds of 
thousands of aircraft for example and these kinds of simulations can bring the 
most powerful computers to their knees even though each individual object is as 
simple as possible. It's been my personal opinion that the operating system and 
how it breaks things down for processing between core and interface may also be 
part of the issue. I've often wondered if it was an integer vs floating point 
issue. Even more shocking was that we often saw the same results on SGI and 
Windows simultaneously back when we were still using those beasts.

One of our simulation software for example had a special flag that turned off 
the interface refresh and we would get all the performance back. They also 
provided us a special object container that acted like a mini scenario holding 
hundreds of thousands of objects within a root level multi-object. When using 
this special multi-object performance never skipped a beat but getting access 
to or from the objects within the root object was no longer as direct. The 
point being that if you have unreasonably high object counts, you might be able 
to break your scene down into a handful of Models with the objects distributed 
under the Models. I've never tried this with Soft and don't know if this would 
significantly affect Soft's performance, but it might be worth a shot.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Friday, November 01, 2013 11:09 AM
To: XSI Mailing List
Subject: Re: Extracted meshes and performance

Historically Soft has dealt quite well with few objects with intense topology 
much better than thousands of low-res objects.

--




Re: Extracted meshes and performance

2013-11-01 Thread Alok Gandhi
I agree with you, crunching floating points is and always will be an 
issue even for the most sophisticated processors.


The demand for physically accurate simulations will always be more 
than what the cutting edge technology can offer.


On 11/1/2013 11:46 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


I completely agree with this. However I would like to add that any 
lack of performance regarding high object count is probably less an 
issue with the 3D app  than an inherent processing limitation within 
most high end graphics systems.


We see this same behavior in other applications including very 
expensive high end simulation software. At a basic level what most 
apps appear to be doing at each iteration, frame change, camera 
viewport change, other update, etc is cycling through each root level 
object and checking for updates or mods that need to be applied per 
the methodology within that application. One way you could think about 
this is that it starts at the top of the explorer(outliner in maya) 
and repetitively cycles through the explorer  list over and over and 
over applying updates as it goes and as needed.


We have scenes, simulations, and scenarios where we have processed 
hundreds of thousands of aircraft for example and these kinds of 
simulations can bring the most powerful computers to their knees even 
though each individual object is as simple as possible. It's been my 
personal opinion that the operating system and how it breaks things 
down for processing between core and interface may also be part of the 
issue. I've often wondered if it was an integer vs floating point 
issue. Even more shocking was that we often saw the same results on 
SGI and Windows simultaneously back when we were still using those 
beasts.


One of our simulation software for example had a special flag that 
turned off the interface refresh and we would get all the performance 
back. They also provided us a special object container that acted like 
a mini scenario holding hundreds of thousands of objects within a root 
level multi-object. When using this special multi-object performance 
never skipped a beat but getting access to or from the objects within 
the root object was no longer as direct. The point being that if you 
have unreasonably high object counts, you might be able to break your 
scene down into a handful of Models with the objects distributed under 
the Models. I've never tried this with Soft and don't know if this 
would significantly affect Soft's performance, but it might be worth a 
shot.


--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Alan 
Fregtman

*Sent:* Friday, November 01, 2013 11:09 AM
*To:* XSI Mailing List
*Subject:* Re: Extracted meshes and performance

Historically Soft has dealt quite well with few objects with intense 
topology much better than thousands of low-res objects.


--




--

ALOK

GANDHI

/ directeur technique senior- senior technical director


alok.gan...@modusfx.com mailto:alok.gan...@modusfx.com

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com http://www.modusfx.com

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook http://www.facebook.com/ModusFX



Twitter https://twitter.com/Modusfx
**


Re: Extracted meshes and performance

2013-11-01 Thread Ciaran Moloney
This may well me the case, but I can tell you with some certainty that in
multi-thousand object scenes, Softimage handles simple operations like a
total dog compared to some of its competitors. Especialy when there are
tons of operators, Softimage can be absolutely painful to use.



On Fri, Nov 1, 2013 at 3:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

  I completely agree with this. However I would like to add that any lack
 of performance regarding high object count is probably less an issue with
 the 3D app  than an inherent processing limitation within most high end
 graphics systems. 

 ** **



RE: Extracted meshes and performance

2013-11-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
I'm not arguing that Soft is immune, or that it does not have a problem, or 
that each application behaves exactly the same. We clearly see differences 
between apps, which in my opinion is due to the differences in what each 
application is trying to do during each refresh cycle OR how the developer 
insulates interface refresh from excess operations during the refresh cycle. 
And in the case of Softimage, I would expect it to be far more susceptible 
because of the underlying ICE evaluation structure. I saw similar issues with 
Maya, but most often saw it when we had expressions driving large numbers of 
objects in that software.

The problem is similar to the refresh issue in Windows explorer for directories 
that have large numbers of files.  Are the two conditions related? Not sure. 
The only point I was trying to make is that this phenomenon is not isolated 
strictly to Softimage and is potentially unavoidable due to factors beyond 
Softimage's control. Can it be mitigated? Absolutely. We've seen other 
developers implement unique tactics to mitigate the issue even while they can't 
remove it altogether. But there's usually always a trade-off in the mitigation 
as it's most often only a treatment and not a cure.

Could Softimage be modified to mitigate the problem? I have no doubt. The 
question though is what will it change or what will be the trade-off?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney
Sent: Friday, November 01, 2013 12:53 PM
To: Softimage Mailing list
Subject: Re: Extracted meshes and performance

This may well me the case, but I can tell you with some certainty that in 
multi-thousand object scenes, Softimage handles simple operations like a total 
dog compared to some of its competitors. Especialy when there are tons of 
operators, Softimage can be absolutely painful to use.


On Fri, Nov 1, 2013 at 3:46 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
I completely agree with this. However I would like to add that any lack of 
performance regarding high object count is probably less an issue with the 3D 
app  than an inherent processing limitation within most high end graphics 
systems.