[Uni-verse] Audio demo situation?

Gert Svensson gert at pdc.kth.se
Tue Nov 14 12:54:55 CET 2006


Maybe HUT can comment on the outcome of the reduction on this model?

Best Regards
Gert

Peter Lundén skrev:
> Why do we always do quantum leaps in complexity. First we got a model
> with slightly more than 700 polygons, refered to as testscene. I thought
> this model was quite nice for demoing the audio stuff, although I dont
> know how it looked (I have still not been able to run Quellsolaar or any
> other renderer except for the simple one). It works quite good, no
> complexity problems.
>
> The new model is almost 70000 polygon, for UVAS this is over 160 times
> more complex (n*logn). Now we got serious problems to handle this
> complexity in various Uni-Verse components (dont know how the geometry
> reduction together with UVAS is handling this yet). I know UVAS cant
> cope with the complexity by its own.
>
> My conclusion is that we should stick with the simpler testscene model
> and maybe add some furnitures and stuff for the reducer to eat. Its
> better to have a simple working model than a complex one that is
> problematic. I think complexity do not add so much value to the
> demonstration. The main thing is to show that we can do real-time
> acoustic simulations which has not been previously possible. It would be
> nice to be able to make real-time simulations in complex buildings but
> it is obvious that we are not really there yet.
>
> Best regards,
> --PLu
>
> Emil Brink wrote:
>   
>> [...]
>>     
>>> 5) Rendering Have you tested the latest FHG renderer on the web site?
>>> Have you tested Quel Solaar on your HW?
>>>
>>> 6) Many different models exists. Quality of the model is unclear.
>>> Patching to be watertight may be a problem More complex and visually
>>> pleasing models would be needed.
>>>       
>> I've done some testing with the first model from Slas' page, this one:
>> <http://www.pdc.kth.se/~slas/universe/models/model-snapshot-061108_0129_r1.vml>.
>>
>>
>> I've only run Connector, and so far, results are ... making me rather
>> nervous. :/ Performance is rather low, and I don't know what can be done
>> to improve it.
>>
>> Some concrete issues:
>>
>> 1) I noticed there is a lot of material in the scene (949 nodes), perhaps
>>    some objects should be joined into larger meshes? I'm not sure (Eskil
>>    can correct me, here), but I think that is more efficient.
>> 2) What about sharing geometry? Browsing the node list in Connector, I saw
>>    at least six identical-looking (to me) chairs. Are they distinct objects
>>    in Max too? I would hope they could be expressed by linking to a single
>>    chair geometry, from a number of object nodes. Any comment, Slas?
>> 3) I never saw the interior of the room get rendered, in color. This
>> screen-
>>    shot: <http://unwind.se/connector-ist-model.png> took many minutes of
>>    processing to generate, but it has blank walls. Is this expected?
>> 4) Connector uses a lot of memory, at least in Linux I think it is still
>>    leaking. I can look for that, but not very efficiently. When I made the
>>    above screenshot, Connector was using over 1.2 GB of virtual memory ...
>>
>> Any ideas on what we can do to improve the situation are welcome, of
>> course.
>>
>> Regards,
>>
>> /Emil
>>
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>>     
>
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