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Usage
vtkParallelRenderManager operates in multiple processes. It
provides proper renderers and render windows for performing
the parallel rendering correctly. It can also attach itself
to render windows and propagate rendering events and camera
views.
.SECTION Note: Many parallel rendering schemes do not
correctly handle transparency. Unless otherwise documented,
assume a sub class does not.
.SECTION ToDo: Synchronization/barrier primitives.
Query ranges of scalar values of objects in addition to the
boundry in three-space
To create an instance of class vtkParallelRenderManager,
simply invoke its constructor as follows
obj = vtkParallelRenderManager
Methods
The class vtkParallelRenderManager has several methods that
can be used. They are listed below. Note that the
documentation is translated automatically from the VTK
sources, and may not be completely intelligible. When in
doubt, consult the VTK website. In the methods listed below,
obj is an instance of the vtkParallelRenderManager class.
* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkParallelRenderManager = obj.NewInstance ()
* vtkParallelRenderManager = obj.SafeDownCast (vtkObject o)
* vtkRenderWindow = obj.MakeRenderWindow () - Builds a
vtkRenderWindow compatible with this render manager. The
user program is responsible for registering the render
window with the SetRenderWindow method and calling Delete.
It is not advisable to use a parallel render manager with
a render window that was not built with this method.
* vtkRenderer = obj.MakeRenderer () - Builds a vtkRenderer
compatible with this render manager. (Should we also
register it?) The user program is responsible for calling
Delete. It is not advisable to use a parallel render
manager with a renderer that was not built with this
method.
* vtkRenderWindow = obj.GetRenderWindow () - Set/Get the
RenderWindow to use for compositing. We add a start and
end observer to the window.
* obj.SetRenderWindow (vtkRenderWindow renWin) - Set/Get the
RenderWindow to use for compositing. We add a start and
end observer to the window.
* vtkMultiProcessController = obj.GetController () - Set/Get
the vtkMultiProcessController which will handle
communications for the parallel rendering.
* obj.SetController (vtkMultiProcessController controller) -
Set/Get the vtkMultiProcessController which will handle
communications for the parallel rendering.
* obj.InitializePieces () - This method sets the piece and
number of pieces for each actor with a polydata mapper.
* obj.InitializeOffScreen () - Make all rendering windows
not viewable set as off screen rendering. To make all
renderwindows on screen rendering again, call
OffScreenRenderingOff on all the render windows. This
class assumes the window on root node is the only one
viewable. Subclasses should change this as necessary.
* obj.StartInteractor () - Initializes the RMIs and then, if
on root node, starts the interactor on the attached render
window. Otherwise, starts processing RMIs. When the
interactor returns, it breaks the RMI listening on all
other processors.
* obj.StartServices () - If on node other than root, starts
serving RMI requests for parallel renders.
* obj.StopServices () - If on root node, stops the RMI
processing on all service nodes.
* obj.StartRender () - Callbacks that initialize and finish
rendering and other tasks.
* obj.EndRender () - Callbacks that initialize and finish
rendering and other tasks.
* obj.SatelliteStartRender () - Callbacks that initialize
and finish rendering and other tasks.
* obj.SatelliteEndRender () - Callbacks that initialize and
finish rendering and other tasks.
* obj.RenderRMI () - Callbacks that initialize and finish
rendering and other tasks.
* obj.ResetCamera (vtkRenderer ren) - Callbacks that
initialize and finish rendering and other tasks.
* obj.ResetCameraClippingRange (vtkRenderer ren) - Callbacks
that initialize and finish rendering and other tasks.
* obj.ComputeVisiblePropBoundsRMI (int renderId) - Callbacks
that initialize and finish rendering and other tasks.
* obj.InitializeRMIs ()
* obj.ResetAllCameras () - Resets the camera of each
renderer contained in the RenderWindow. Should only be
called in the "root" process, and all remote processes
must be processing RMIs for this method to complete.
* obj.ComputeVisiblePropBounds (vtkRenderer ren, double
bounds[6]) - Calculates the bounds by gathering
information from all processes.
* obj.SetParallelRendering (int ) - Turns on/off parallel
rendering. When on (the default) the object responds to
render events of the attached window, propagates the
render event to other processors, and otherwise enables
the parallel rendering process.
* int = obj.GetParallelRendering () - Turns on/off parallel
rendering. When on (the default) the object responds to
render events of the attached window, propagates the
render event to other processors, and otherwise enables
the parallel rendering process.
* obj.ParallelRenderingOn () - Turns on/off parallel
rendering. When on (the default) the object responds to
render events of the attached window, propagates the
render event to other processors, and otherwise enables
the parallel rendering process.
* obj.ParallelRenderingOff () - Turns on/off parallel
rendering. When on (the default) the object responds to
render events of the attached window, propagates the
render event to other processors, and otherwise enables
the parallel rendering process.
* obj.SetRenderEventPropagation (int ) - Turns on/off render
event propagation. When on (the default) and
ParallelRendering is on, process 0 will send an RMI call
to all remote processes to perform a synchronized render.
When off, render must be manually called on each process.
* int = obj.GetRenderEventPropagation () - Turns on/off
render event propagation. When on (the default) and
ParallelRendering is on, process 0 will send an RMI call
to all remote processes to perform a synchronized render.
When off, render must be manually called on each process.
* obj.RenderEventPropagationOn () - Turns on/off render
event propagation. When on (the default) and
ParallelRendering is on, process 0 will send an RMI call
to all remote processes to perform a synchronized render.
When off, render must be manually called on each process.
* obj.RenderEventPropagationOff () - Turns on/off render
event propagation. When on (the default) and
ParallelRendering is on, process 0 will send an RMI call
to all remote processes to perform a synchronized render.
When off, render must be manually called on each process.
* obj.SetUseCompositing (int ) - This is used for tiled
display rendering. When data has been duplicated on all
processes, then we do not need to compositing. Cameras and
renders are still propagated though.
* int = obj.GetUseCompositing () - This is used for tiled
display rendering. When data has been duplicated on all
processes, then we do not need to compositing. Cameras and
renders are still propagated though.
* obj.UseCompositingOn () - This is used for tiled display
rendering. When data has been duplicated on all processes,
then we do not need to compositing. Cameras and renders
are still propagated though.
* obj.UseCompositingOff () - This is used for tiled display
rendering. When data has been duplicated on all processes,
then we do not need to compositing. Cameras and renders
are still propagated though.
* obj.SetImageReductionFactor (double factor) - Set/Get the
reduction factor (for sort-last based parallel renderers).
The size of rendered image is divided by the reduction
factor and then is blown up to the size of the current
vtkRenderWindow. Setting higher reduction factors enables
shorter image transfer times (which is often the
bottleneck) but will greatly reduce image quality. A
reduction factor of 2 or greater should only be used for
intermediate images in interactive applications. A
reduction factor of 1 (or less) will result in no change
in image quality. A parallel render manager may ignore the
image reduction factor if it will result in little or no
performance enhancements (eg. it does not do image space
manipulations).
* double = obj.GetImageReductionFactor () - Set/Get the
reduction factor (for sort-last based parallel renderers).
The size of rendered image is divided by the reduction
factor and then is blown up to the size of the current
vtkRenderWindow. Setting higher reduction factors enables
shorter image transfer times (which is often the
bottleneck) but will greatly reduce image quality. A
reduction factor of 2 or greater should only be used for
intermediate images in interactive applications. A
reduction factor of 1 (or less) will result in no change
in image quality. A parallel render manager may ignore the
image reduction factor if it will result in little or no
performance enhancements (eg. it does not do image space
manipulations).
* obj.SetMaxImageReductionFactor (double )
* double = obj.GetMaxImageReductionFactor ()
* obj.SetImageReductionFactorForUpdateRate (double
DesiredUpdateRate) - Sets the ReductionFactor based on the
given desired update rate and the rendering metrics taken
from the last time UpdateServerInfo was called. Note that
if AutoReductionFactor is on, this function is called with
the desired update rate of the render window
automatically.
* obj.SetAutoImageReductionFactor (int ) - If on, the
ReductionFactor is automatically adjusted to best meet the
the DesiredUpdateRate in the current RenderWindow based on
metrics from the last render.
* int = obj.GetAutoImageReductionFactor () - If on, the
ReductionFactor is automatically adjusted to best meet the
the DesiredUpdateRate in the current RenderWindow based on
metrics from the last render.
* obj.AutoImageReductionFactorOn () - If on, the
ReductionFactor is automatically adjusted to best meet the
the DesiredUpdateRate in the current RenderWindow based on
metrics from the last render.
* obj.AutoImageReductionFactorOff () - If on, the
ReductionFactor is automatically adjusted to best meet the
the DesiredUpdateRate in the current RenderWindow based on
metrics from the last render.
* double = obj.GetRenderTime () - Get rendering metrics.
* double = obj.GetImageProcessingTime () - Get rendering
metrics.
* int = obj.GetSyncRenderWindowRenderers () - By default,
the state of all renderers in the root's render window is
propagated to the rest of the processes. In order for this
to work, all render windows must have the same renderers
in the same order. If this is not the case, you can turn
off the SyncRenderWindowRenderers. When this flag is off,
the list of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.SetSyncRenderWindowRenderers (int ) - By default, the
state of all renderers in the root's render window is
propagated to the rest of the processes. In order for this
to work, all render windows must have the same renderers
in the same order. If this is not the case, you can turn
off the SyncRenderWindowRenderers. When this flag is off,
the list of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.SyncRenderWindowRenderersOn () - By default, the state
of all renderers in the root's render window is propagated
to the rest of the processes. In order for this to work,
all render windows must have the same renderers in the
same order. If this is not the case, you can turn off the
SyncRenderWindowRenderers. When this flag is off, the list
of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.SyncRenderWindowRenderersOff () - By default, the
state of all renderers in the root's render window is
propagated to the rest of the processes. In order for this
to work, all render windows must have the same renderers
in the same order. If this is not the case, you can turn
off the SyncRenderWindowRenderers. When this flag is off,
the list of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.AddRenderer (vtkRenderer ) - By default, the state of
all renderers in the root's render window is propagated to
the rest of the processes. In order for this to work, all
render windows must have the same renderers in the same
order. If this is not the case, you can turn off the
SyncRenderWindowRenderers. When this flag is off, the list
of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.RemoveRenderer (vtkRenderer ) - By default, the state
of all renderers in the root's render window is propagated
to the rest of the processes. In order for this to work,
all render windows must have the same renderers in the
same order. If this is not the case, you can turn off the
SyncRenderWindowRenderers. When this flag is off, the list
of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.RemoveAllRenderers () - By default, the state of all
renderers in the root's render window is propagated to the
rest of the processes. In order for this to work, all
render windows must have the same renderers in the same
order. If this is not the case, you can turn off the
SyncRenderWindowRenderers. When this flag is off, the list
of renderers held by this parallel render manager
(initially empty) is synced. You can modify the list of
renderers with the AddRenderer, RemoveRenderer, and
RemoveAllRenderers methods.
* obj.SetWriteBackImages (int ) - If on (the default), the
result of any image space manipulations are written back
to the render window frame buffer. If off, the image
stored in the frame buffer may not be correct. Either way,
the correct frame buffer images may be read with
vtkParallelRenderManager::GetPixelData. Turning
WriteBackImages off may result in a speedup if the render
window is not visible to the user and images are read back
for further processing or transit.
* int = obj.GetWriteBackImages () - If on (the default), the
result of any image space manipulations are written back
to the render window frame buffer. If off, the image
stored in the frame buffer may not be correct. Either way,
the correct frame buffer images may be read with
vtkParallelRenderManager::GetPixelData. Turning
WriteBackImages off may result in a speedup if the render
window is not visible to the user and images are read back
for further processing or transit.
* obj.WriteBackImagesOn () - If on (the default), the result
of any image space manipulations are written back to the
render window frame buffer. If off, the image stored in
the frame buffer may not be correct. Either way, the
correct frame buffer images may be read with
vtkParallelRenderManager::GetPixelData. Turning
WriteBackImages off may result in a speedup if the render
window is not visible to the user and images are read back
for further processing or transit.
* obj.WriteBackImagesOff () - If on (the default), the
result of any image space manipulations are written back
to the render window frame buffer. If off, the image
stored in the frame buffer may not be correct. Either way,
the correct frame buffer images may be read with
vtkParallelRenderManager::GetPixelData. Turning
WriteBackImages off may result in a speedup if the render
window is not visible to the user and images are read back
for further processing or transit.
* obj.SetMagnifyImages (int ) - If on (the default), when
the ImageReductionFactor is greater than 1 and
WriteBackImages is on, the image will be magnified to fill
the entire render window.
* int = obj.GetMagnifyImages () - If on (the default), when
the ImageReductionFactor is greater than 1 and
WriteBackImages is on, the image will be magnified to fill
the entire render window.
* obj.MagnifyImagesOn () - If on (the default), when the
ImageReductionFactor is greater than 1 and WriteBackImages
is on, the image will be magnified to fill the entire
render window.
* obj.MagnifyImagesOff () - If on (the default), when the
ImageReductionFactor is greater than 1 and WriteBackImages
is on, the image will be magnified to fill the entire
render window.
* obj.SetMagnifyImageMethod (int method) - Sets the method
used to magnify images. Nearest simply replicates each
pixel enough times to fill the image. Linear performs
linear interpolation between the pixels.
* int = obj.GetMagnifyImageMethod () - Sets the method used
to magnify images. Nearest simply replicates each pixel
enough times to fill the image. Linear performs linear
interpolation between the pixels.
* obj.SetMagnifyImageMethodToNearest () - Sets the method
used to magnify images. Nearest simply replicates each
pixel enough times to fill the image. Linear performs
linear interpolation between the pixels.
* obj.SetMagnifyImageMethodToLinear () - Convenience
functions for magnifying images.
* obj.MagnifyImage (vtkUnsignedCharArray fullImage, int
fullImageSize[2], vtkUnsignedCharArray reducedImage, int
reducedImageSize[2], int fullImageViewport[4]NULL, int
reducedImageViewport[4]NULL) - Convenience functions for
magnifying images.
* obj.GetPixelData (vtkUnsignedCharArray data) - The most
appropriate way to retrieve full size image data after a
render. Will work regardless of whether WriteBackImages or
MagnifyImage is on or off. The data returned may be a
shallow copy of an internal array. Therefore, the data may
be invalid after the next render or if the
ParallelRenderManager is destroyed.
* obj.GetPixelData (int x1, int y1, int x2, int y2,
vtkUnsignedCharArray data) - The most appropriate way to
retrieve full size image data after a render. Will work
regardless of whether WriteBackImages or MagnifyImage is
on or off. The data returned may be a shallow copy of an
internal array. Therefore, the data may be invalid after
the next render or if the ParallelRenderManager is
destroyed.
* obj.GetReducedPixelData (vtkUnsignedCharArray data) - The
most appropriate way to retrieve reduced size image data
after a render. Will work regardless of whether
WriteBackImages or MagnifyImage is on or off. The data
returned may be a shallow copy of an internal array.
Therefore, the data may be invalid after the next render
or if the ParallelRenderManager is destroyed.
* obj.GetReducedPixelData (int x1, int y1, int x2, int y2,
vtkUnsignedCharArray data) - The most appropriate way to
retrieve reduced size image data after a render. Will work
regardless of whether WriteBackImages or MagnifyImage is
on or off. The data returned may be a shallow copy of an
internal array. Therefore, the data may be invalid after
the next render or if the ParallelRenderManager is
destroyed.
* int = obj. GetFullImageSize () - Returns the full image
size calculated at the last render.
* int = obj. GetReducedImageSize () - Returns the reduced
image size calculated at the last render.
* obj.TileWindows (int xsize, int ysize, int nColumns) -
Given the x and y size of the render windows, reposition
them in a tile of n columns.
* obj.SetUseRGBA (int ) - Get/Set if all Images must use
RGBA instead of RGB. By default, this flag is on.
* int = obj.GetUseRGBA () - Get/Set if all Images must use
RGBA instead of RGB. By default, this flag is on.
* obj.SetForceRenderWindowSize (int ) - If
ForceRenderWindowSize is set to true, the render manager
will use the RenderWindowSize ivar instead of getting the
size from the render window.
* int = obj.GetForceRenderWindowSize () - If
ForceRenderWindowSize is set to true, the render manager
will use the RenderWindowSize ivar instead of getting the
size from the render window.
* obj.SetForcedRenderWindowSize (int , int ) - If
ForceRenderWindowSize is set to true, the render manager
will use the Size ivar instead of getting the size from
the render window.
* obj.SetForcedRenderWindowSize (int a[2]) - If
ForceRenderWindowSize is set to true, the render manager
will use the Size ivar instead of getting the size from
the render window.
* int = obj. GetForcedRenderWindowSize () - If
ForceRenderWindowSize is set to true, the render manager
will use the Size ivar instead of getting the size from
the render window.
* obj.StartService () -
* FreeMat_Documentation
* Visualization_Toolkit_Parallel_Classes
* Generated on Thu Jul 25 2013 17:18:34 for FreeMat by
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