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Point cloud visualization slows down when zooming out #3713
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Does it help to look away from the points? If so, you are likely GPU-bound, else CPU-bound. Does zooming in help? What is the resolution of the cameras? What do you see if you open the profiler (Ctrl+Shift+P)? |
Hey @emilk , I tested it and when moving the points outside the 3D camera view, the performance gradually increases until all is outside which is then "normal" performance I'm used to. |
This means it is GPU bound but in a way that will bring every GPU to its knees eventually 😞, that is until we find and implement a solution for the issue at hand: Excessive overdraw. The general case is very hard to solve (game engines usually resort to reducing detail), but (!) for depth point cloud we should be able to predict this problem ahead of time and draw fewer & larger particles before the problem becomes rampant. (so this is indeed a duplicate of #1730, but I'll keep it open since it points out the immediate bandaid of being able to disable the depth cloud feature ahead of time) |
for future reference: A big source of slowdown for our point rendering is that we use alpha testing. We should explore rendering "raw geometry" instead (maybe also something we can do when we know that pixels are small enough? Difficulty is that it's usually not a statement we can make for all particles at once) |
Is your feature request related to a problem? Please describe.
We log depth data for several cameras. We also have a 3D world view with a world map.
rerun
automatically projects the cameras into the world space, including turning the depth mask from each camera into a point cloud.That feature is pretty neat, but it seems to cost a lot of resources. On my MacOS Sonoma 14.0, the OS becomes unresponsive with 4+ cameras and the mouse moves at 1 fps or less.
Describe the solution you'd like
Ideally, the depth->point cloud rendering becomes super fast and doesn't eat a lot of resources.
If that is not possible, I'd like to have controls that we can disable this projection by default. Then users can turn it on by clicking the "eye" icon if they'd like to use it anyways.
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