I have a snippet that converts vtk (off screen) rendering to 1)Point cloud; 2)Color image. The implementation is correct, it just the speed/efficiency is an issue.
At the beginning of every iteration, I update my rendering by calling:
renderWin->Render ();
For point cloud, I get the depth using following line and then convert it to point cloud (code not posted).
float *depth = new float[width * height];
renderWin->GetZbufferData (0, 0, width - 1, height - 1, &(depth[0]));
For color image, I use vtkWindowToImageFilter
to get current color rendered image:
windowToImageFilter->Modified(); // Must have this to get updated rendered image
windowToImageFilter->Update(); // this line takes a lot of time
render_img_vtk = windowToImageFilter->GetOutput();
Above program is run in the same thread sequentially. The renderWindow size is about 1000x1000. There is not a lot of polydata needs to be rendered. VTK was compiled with OpenGL2 support.
Issue:
This code only runs about 15-20Hz, when I disabled/comment the windowToImageFilter
part (vtkWindowToImageFilter::Update()
takes a lot of time), the framerate goes to about 30Hz.
When I disabled/comment vtkRenderWindow::GetZbufferData
, it goes up to 50Hz (which is how fast I call my loop and update the rendering).
I had a quick look of the VTK source file of these two function, I see it copy data using GL command. I am not sure how can I speed this up.
Update:
After some search, I found that the glReadPixels
function called in the GetZbufferData
causes delay as it try to synchronize the data. Please see this post: OpenGL read pixels faster than glReadPixels.
In this post, it is suggested that PBO should be used. VTK has a class vtkPixelBufferObject
but no example can be found for using it to avoid blocking the pipeline when do glReadPixels()
So how can I do this within the VTK pipeline?