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TIPS
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TIPS:
-----
computeFTLE_CUDA provides the tools for making neat
animations, such as a batch mode, but it'll help if
you do the following:
- Output to a local drive
If you're working with a relatively small, parallelizable
vectorfield expression, the limiting factor in computeFTLE_CUDA's
speed may be disk bandwidth. Each frame is written to disk
after it is computed, and a 1024x1024 grid of tracers comes
out to 50MB, not to mention the reverse and backwards FTLE
fields. Fast drives are important, and they'll also speed
up graph_data for visualization.
- Use graph_data
PLPlot is a very nice graphing library, but in the instances
where you need to exchange things like antialiasing for
speed, graph_data wins hands down. Here are the drawbacks
of graph_data:
* Locked to this current data format
* 1-to-1 correspondence between FTLE pixels and screen
pixels
* No anti-aliasing support
* Rounding errors when dealing with tracer placement
(when it comes to plotting tracers, graph_data knows
only about the x-by-y pixel grid; it rounds off to
ensure every tracer is drawn cleanly on a pixel b
boundary)
* No provision for labeling axes or any legends at all
The upsides, however, are:
* Really quite fast
(100x faster than PLPlot for the same output, since graph_data
blitzes pixels individually instead of drawing
successive polygons)
* Separatable from FTLE/tracer computation
If you want to run the FTLE computations on one
machine, and then visualize on a different machine
due to diskspace/CPU requirements, this is
the way to go.
* Only requires libGD
graph_data takes any set of files spit out by computeFTLE_CUDA.
This is important---any -set- of files should work. If the files
are from different runs, it will likely crash or error.
You may need to modify graph_data if you want to alter
the tracer color scheme, the FTLE color scheme, or the
FTLE/tracer masks.