KeyCreator 2011 - Kubotek3Dkubotek3d.com/hdocs/DISPLAY SETTINGS GUIDE.pdfGRAPHICS CARD •Driver...
Transcript of KeyCreator 2011 - Kubotek3Dkubotek3d.com/hdocs/DISPLAY SETTINGS GUIDE.pdfGRAPHICS CARD •Driver...
KeyCreator 2011
DISPLAY SETTINGS GUIDE
8-APR-11
DISPLAY SETTINGS
• Display Settings
• Tools>Options>Display
• Review the 2 common display settings areas & their options
• Graphics Card
• Performance
Display Settings 8-APR-11
DISPLAY SETTINGS
• Performance
• Deals with how KeyCreator handles displaying geometry in view ports
• Displaying small text & entities
• Defining size of “small” entities
• Method of display during:
• Zooming
• Dynamic rotations
• Panning
• Settings Intent
• Default settings set for best case & performance
• Speed up display of geometry
• Smooth dynamics
• Reduce user waiting for display
Display Settings 8-APR-11
DISPLAY SETTINGS
• Performance Defaults
√ On Simplify Text
• Threshold = 5
• Range: 1 100
√ On Display Culling (replace entities with…
• √ Off Culling Threshold when not rotating = 3
• Range: 1 200
• √ On Culling Threshold when rotating model = 5
• Range: 1 200
Smaller text size not
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displayed
Smaller entities not
displayedLarger entities not
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Display Settings 8-APR-11
Smaller entities not
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DISPLAY SETTINGS
• Graphics Card
• Deals with how KeyCreator & HOOPS work with graphics card features
• Driver type
• Display lists
• Anti-Alias
• Hardware rendering
• Transparency
• Graphics card display methods
• Settings Intent
• Default settings set for best performance & most common graphics card features
• Smooth & fast display of geometry
• Sharp graphics resolution
Display Settings 8-APR-11
DISPLAY SETTINGS
• Graphics Card Defaults
Driver Type (selected by user at initial start-up)
• Default = Hardware OpenGL
Transparency
• Default = Z-sort
√ On Use Quick Move for non-Entity animation
• Default = Spriting
√ On Use Quick Move for Wireframe animation
• Default = Spriting
√ On Use Quick Move for Solid animation
• Default = Spriting
√ On Use Quick Move for Highlighting
• Default = Spriting
Display Settings 8-APR-11
DISPLAY SETTINGS
• Graphics Card Defaults – (Cont’d.)
• These options may require modification
• Because these options depend on:
• Graphics card’s settings
• Hardware combination’s compatibility
• OS & updates
• Display driver version
• HOOPS & graphics card compatibility
• Please read Known Issues
http://developer.techsoft3d.com/hoops/graphicssupport/graphicscards.html
Display Settings 8-APR-11
PERFORMANCE
• Pixel Threshold
• Defines a N x N pixel square
• N = Threshold
• Entities that fit inside the pixel square are acted on
• Entities are any geometry/text
• Solids
• Faces
• Edges
• Wireframe
• Etc.
• Culling
• Replacing the display of entities with a dot
N = 10
Display Settings 8-APR-11
PERFORMANCE
• Pixel Threshold –
(Cont’d.)
• To get a “feel” for pixel size on a screen
– Convert pixels to inches • Pixels ÷ DPI = Inches
– Pixels = threshold
– DPI = Dots per inch
– Screen resolution = 1920x1200
– DPI = 1920 ÷ screen width inches
N = 10
Diagonal
?
Display Settings 8-APR-11
PERFORMANCE
• Pixel Threshold – (Cont’d.)
• To get a “feel” for pixel size on a screen
– Pixels per inches (PPI) (Dots per inch –
DPI)
• Screen resolution = 1920x1200
• Diagonal = 17 inches
• Pixel threshold = 10
– Get sum of the squares of screen resolution
1920^2 +1200^2 = 5,126,400
– Take square root of sum
√ 5,126,400 = 2,264
– Divide by diagonal to get PPI
2.264/17 = 133.2 PPI (generic 120DPI)
– Divide threshold by PPI to get threshold inch size
10/ 133.2 = .08”
N = 10
Diagonal
?
Display Settings 8-APR-11
PERFORMANCE
• Pixel Threshold – (Cont’d.)
• Use this base value to estimate threshold values that will work for you
• N=10 ~ .08”
• N=20 ~ .08” * 2 =.16
• …
• N=50 ~ .08” * 5 =.4
N = ?
?
Display Settings 8-APR-11
PERFORMANCE
• Simplify Text
• When selected
• Stops drawing “small” True Type font text
• Show a simple box at text location
• Uses pixels to determine text size at current zoom, rotation, etc.
• Range: 1 100 Default= 5
Smaller text size not
displayedLarger text size not
displayed
Display Settings 8-APR-11
PERFORMANCE
• Simplify Text – (Cont’d.)
• When not selected
• Draws complete text regardless of size at every required redraw
• Benefits
• Redraw completes faster
• Faster dynamics
• Small text probably not legible any way
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods
• None
• Redraws everything before update completes
• Benefits
• How previous KC versions display redraw worked
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods –(Cont’d.)
• Display Culling
• Displays only geometry that is larger than threshold during:
• Zooming
• Dynamic rotations
• Panning
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods –(Cont’d.)
• Culling threshold when not rotating…
• Does not display geometry that falls within the pixel threshold at current viewport state
• The more zoomed out the less geometry might be displayed
• Range: 1 200 Default = 3
No Culling Culling
Smaller entities not
displayedLarger entities not
displayed
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods –(Cont’d.)
• Culling threshold when rotating…
• Does not display geometry that falls within the pixel threshold during dynamic rotation, zooming & panning
• The more zoomed out the less geometry might be displayed during dynamic rotation
• Range: 1 200 Default = 5
Smaller entities not
displayedLarger entities not
displayed
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods –(Cont’d.)
• Benefits
• Faster redraw by eliminating geometry too small to deal with at that particular viewport status
• Faster redraw during dynamics
• Faster dynamics
• Uses less graphics resources
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods –(Cont’d.)
• Minimum number of frames per second…– Fixed frame rate option will produce at least the given number of
frames per second in non-hidden-line rendering modes
• Minimum number of frames…
• Stops drawing after the given time, then uses idle time to continue drawing in increments until the scene is complete (draws when KeyCreator isn't doing anything else).
• Drawing starts over when the scene changes (pan/zoom/rotate, or entities created/modified/deleted).
• Range: 1 30
• Default = 15
More time to draw – More
entities drawn - Rougher
dynamic movement
Less time to draw – Fewer
entities drawn - Smoother
dynamic movement
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods – (Cont’d.)
• Culling Threshold for deferring entities…
• Draws larger (outside of pixel size threshold) entities first
• Defers drawing smaller (inside of pixel size threshold) entities until the end
• Range: 1 200
• Default = 100
Smaller entities not
displayedLarger entities not
displayed
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods – (Cont’d.)
• Benefits• Reduces waiting for complete redraw
before user can start
• Graphic performance
• Significant performance improvement when model has many faces
• Significant performance improvement when model has extreme number of wireframe entities
Display Settings 8-APR-11
PERFORMANCE
• Framerate Optimization Methods –(Cont’d.)
• Example
(Framerate = 15; Threshold = 100)
• The first update draws items >100 pixel threshold for 1/15 seconds, and then returns control to the user.
• The remaining updates only runs while the program isn't doing anything else for the user.
• If the user is rotating the model by dragging the mouse, for example, it will draw for up to 1/15 seconds, and then process the next mouse move, which will rotate the model, and start the update cycle again.
• Once the user stops moving the mouse, then further updates will happen to fill in anything that wasn't drawn in the first update. Once everything is drawn, the updates stop.
• Note: This is most effective when running a single maximized viewport. If there are multiple viewports in use in the part, or the part isn't maximized, then it has to give the same 1/N seconds time to each viewport to redraw as it needs it
Display Settings 8-APR-11
GRAPHICS CARD
• Driver Types
• Direct3D and OpenGL
• Two technologies which are used to draw graphics on computer screens using hardware features. Certain video-cards support Direct3D/OpenGL of different version, so developers have to deal with different hardware and software. In most cases OpenGL is a good solution because it is standard for multi-platform, and Direct3D is a solution as long as Windows is most widely spread operating system on desktops/laptops.
• OpenGL has wider hardware support, while Direct3D is more widespread.
• OpenGL and Direct3D are both implemented in the display driver
• Direct3D may not support new GPU features
Display Settings 8-APR-11
GRAPHICS CARD
• Driver Types
• Hardware OpenGL
• Uses the graphics card OpenGL capabilities
• Important to know the GPU options & their setting
• Access to GPU options vary by OS & cards
• Software OpenGL
• A software graphics driver PC independent
• Does not use graphics card
Windows 7
Display Settings 8-APR-11
GRAPHICS CARD
• Driver Types
• Windows GDI
• Used for testing only
• Direct3D
• Uses the graphics card Direct3D capabilities
• Important to know the GPU options & their setting
• Comments
• Most cards have default settings
• Most user do not change GPU settings & maybe should
Display Settings 8-APR-11
GRAPHICS CARD
• Display Lists
• Display list is a group of OpenGL commands that have been stored for later execution. Once a display list is created its copied into the display list memory
• Types
• Geometry
• This option sorts the display more efficiently if designs tend to include mostly solids with large numbers of faces.
• Segment
• This option is more efficient at sorting a relatively higher number of entities such as point cloud or wireframe models which have identical attributes (color, level, etc.).
• Segment is preferred over geometry, only use geometry if segment doesn't work right
Display Settings 8-APR-11
GRAPHICS CARD
• Anti-Alias
• Anti-Aliasing is the technique of minimizing the distortion artifacts when representing a high-resolution image at a lower resolution based on sampling.
• Sampling Value
• Control sampling level by selecting 2X, 4X or 8X.
• Quality increases with the higher value, but performance decreases.
• Your graphics card must be able to support the selection.
• Full screen
• Applies to everything displayed.
• Lines/Edges
• Applies only to lines and edges.
• Text
• Applies only to text.
Display Settings 8-APR-11
GRAPHICS CARD
• Hardware Shadow
• Uses the hardware to render shadows if View>Render>Shadow is used
• Quick HiddenLine
• Uses Hardware OpenGL hidden line capabilities
• May not be acceptable for very complex curved shapes
• OK for mechanical parts
Display Settings 8-APR-11
GRAPHICS CARD
• Transparency
• Z-sort
• technique to render translucent polygonal geometry by sorting Z of polygons.
• More accurate but less performance than “peeling”
• Depth Peeling
• Depth peeling is a multipasstechnique to render translucent polygonal geometry without sorting polygons.
• Enter # of levels to peel
• Better performance but less accurate
• Adjusting peeling levels may help
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves
• Deals with GPU memory methods/algorithms & Graphic card dependent
• XOR
• A swap algorithm that swaps values at distinct, non-overlapping memory location
• XOR draws the geometry on the screen by combining the geometry color with the computed color on the screen in a way that the original color of the screen can be restored by simply repeating the same draw operation. This causes the color of the drawn geometry to be affected by the color over which it is drawn.
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves -(Cont’d.)
• Overlay
• Draws the geometry in an additional graphics region which is displayed on top of the screen by the graphics card. The original screen contents are restored by simply removing the geometry from the region. This provides true color geometry. This is similar to placing a piece of transparent film over a picture and drawing on the film.
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves - (Cont’d.)
• Spriting
• Used to describe a technique whereby images are seamlessly scenes.
• Spriting is especially good for integrating 3D objects into 3D scenes in such a way that they can be easily removed in the future.
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves - (Cont’d.)
• Which to use?
• Spriting is preferred
• The reason these options are here is that some graphics cards don't work well with spriting.
• Overlay is preferred over XOR
• Produces better quality, but not all cards and drivers support it.
• The XOR and Overlay options can't be used together.
• The user must choose one option, and use that for all methods that are enabled but not using spriting.
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves -
(Cont’d.)
• …Non-Entity Animation
• Setting for non-entity animation like custom cursor, marker, rubberband, etc.
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves -
(Cont’d.)
• …Wireframe Animation
• Setting for wireframe animation, including detail entities.
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves -
(Cont’d.)
• …Solid Animation
• Setting for solid/surface animation
Display Settings 8-APR-11
GRAPHICS CARD
• Quick Moves -
(Cont’d.)
• …Highlighting
• Setting for highlighting geometry (not necessarily animation)
Display Settings 8-APR-11
GRAPHICS CARD
• Test Graphics Card
• Runs a program from TechSoft(HOOPS) that tests the capabilities of the graphics card, and tests whether the graphics card meets the minimum capabilities.
• This program is completely independent of KeyCreator, and doesn't use any KeyCreatorsettings.
– Runs test based on only 2 Driver Type settings:
» If Direct3D is selected as the driver type, then the Direct3D test is run. Otherwise, the OpenGL test is run.
Display Settings 8-APR-11
GRAPHICS CARD
• Test Graphics Card - (Cont’d.)
• After the process is complete, KeyCreator will optionally send the graphics test results to Kubotek for analysis.
Display Settings 8-APR-11
GRAPHICS CARD
• Test Graphics Card - (Cont’d.)
• Sample test result:Video Memory: 1073741824 bytes (1024 MB)
Machine Name: M6500
Card Name: NVIDIA Quadro FX 3800M
Driver Version: 8.16.11.8737
Driver Date: 09/17/2009 00:00:00
Video Mode: 1920 x 1200 x 4294967296 colors
Horiz Resolution: 1920
Vert Resolution: 1200
Refresh Rate: 60
The following line should contain the driver config id --the string returned by the renderer, identifying the graphics card. If not, the hardware has failed to create the 3d driver. In this case, the system most likely does not support 3d graphics acceleration.
Driver: opengl
HOOPS Version: 1810
Quadro FX 3800M/PCI/SSE2
starting 0.359000
starting 0.000000
0000_convex_clipping 0.000000
0000_convex_clipping 0.015000
1758_luxury 1.060000
1758_luxury 1.014000
2363_fast_hlr 0.000000
2363_fast_hlr 0.000000
5626_quickmoves_overlay0.125000
5626_quickmoves_overlay0.125000
5626_quickmoves_overlay_antialias 0.125000
5626_quickmoves_overlay_antialias 0.124000
5626_quickmoves_spriting 0.109000
5626_quickmoves_spriting 0.125000
5626_quickmoves_spriting_antialias 0.140000
5626_quickmoves_spriting_antialias 0.125000
5570_depth_peeling 0.015000
5570_depth_peeling 0.000000
5570_depth_peeling_single 0.016000
5570_depth_peeling_single 0.015000
5570_zsort 0.015000
5570_zsort 0.015000
6269_shadow_maps 0.000000
6269_shadow_maps 0.000000
8471_fast_ambient_occlusion_b 0.000000
8471_fast_ambient_occlusion_b 0.000000
8657_polyhedron_deferral6.739000
8657_polyhedron_deferral5.772000
8657_polyhedron_def_segdl_flat 1.607000
8657_polyhedron_def_segdl_flat 1.576000
8657_polyhedron_def_segdl_phong 2.091000
8657_polyhedron_def_segdl_phong 2.013000
8657_polyhedron_deferral_segdl 2.074000
8657_polyhedron_deferral_segdl 2.028000
9263_decal_texture 0.468000
9263_decal_texture 0.452000
9348_mvo_fake_hlr 0.093000
9348_mvo_fake_hlr 0.093000
finished 50.045000
finished 0.000000
Display Settings 8-APR-11
• Card Settings & HOOPS
• Is the correct HOOPS data getting sent to graphics Card?
• Is the graphics card set correctly for the HOOPS data?
GRAPHIC CARD FEATURES
KC/HOOPS
Data
Display Settings 8-APR-11
• Card Settings & HOOPS
• To access graphic card settings, RMB click on your desktop
• The display & dialog will vary for each graphics card
GRAPHIC CARD FEATURES
Windows 7Windows XP
Display Settings 8-APR-11
• Card Settings & HOOPS- (Cont’d.)
• Make sure the HOOPS options correspond to graphics card settings & available functionality
GRAPHIC CARD FEATURES
Card settings
Display Settings 8-APR-11
Known Issues
• Display Issues
– Some computers may encounter display issues• Please read:
Display Settings Guide
– Below are some of the symptoms & their solutions:
• Symptom– When highlighting/unhighlighting all entities disappear
• Solution– Disable Quick Move for Highlighting (off)
or
– Disable Entity selection tooltip
• Symptom– When using frame rate, display may not complete refresh & some entities
appear to be missing
• Solution– Disable Frame Rate option (off)
Display Settings 8-APR-11
Known Issues
• Display Issues – (Cont’d.)
• Symptom– Flashing geometry while moving over model
• Solution– Set “Quick Move for Non-Entity Animation” to SPRITING
– Disable “Quick Move for Non-Entity Animation” if using XOR or OVERLAY
or
– Do not use custom cursor or tooltip (entity or position snap)
• Symptom– When using SOFTWARE OPENGL driver type, getting pixel shift under
cursor
– Wireframe/Edges get distorted by pixel shift
• Solution– Set all “Quick Move…” options to not use SPIRTING
Display Settings 8-APR-11
Known Issues
• Display Issues – (Cont’d.)
• Symptom– Slow dynamic performance in HARDWARE OPENGL &/or DIRECT3D
• Solution– Turn off anti-aliasing
Display Settings 8-APR-11
Known Issues
• Display Issues – (Cont’d.)
• Symptom– When faces not highlighting or highlighting incorrectly
– Tooltip seems to paint highlighted face
• Solution– Disable Quick Move for Highlighting (off)
Display Settings 8-APR-11