Improving Animation Performance
Improving Animation Performance
For small models this will not be a problem, but as the model size and number of states grows so you will see that animation performance degrades. This section describes how to speed up animations by reducing the load on your machine.
The key to fast animation is to reduce picture complexity, (simpler images have fewer vectors and so draw faster), and to reduce memory consumption (forcing your machine to page-fault with virtual memory usage will cripple its performance).
Choose an appropriate display modeClearly the time taken to draw each frame will increase in direct proportion to the number and complexity of the screen vectors used. Therefore you should aim only to display the minimum quantity necessary. The following table gives an approximate "cost" on a scale of 1 to 10 for the various display modes on OpenGL devices: |
| Display Mode | Relative Cost | |
| LI | (LINE) | 1 |
| HI | (HIDDEN-LINE) | 3 |
| CT | (CONTINUOUS_TONE) | 6 |
| LC | (LINE_CONTOURS) | 4 |
| VEL/VEC | (VECTOR/ARROW) | 5 |
| SH | (GREYSCALE SHADED) | 2 (1) or 4 (2) |
| SI | (SHADED_IMAGE) |
|
| ISO | (ISO_SURFACE) | 6 |
| CL | (CLOUD) | 1 |
| Notes: | (1) | No wireframe hidden-line overlay. |
| (2) | With hidden-line overlay. | |
| (3) | With gouraud shading is turned off. (See SI) |
Minimise contouring effortContouring can be especially graphics intensive and memory consuming:
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Reduce extraneous screen vectorsTurn off any extra information that is not definitely needed:
Consider simplifying the display of entities. For example each 3D spring spiral contains about 70 vectors:
If you are using cut-sections consider instead blanking the "unseen" parts of the model.
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