processingThread

 

* Image taken from the documentation for Autodesk MotionBuilder 7.5
When writing a plugin shader webcams faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance MoBu scene, and with another – usually creating plug-ins for MoBu says, adding that its flow can only degrade performance, they say do not do so, and then use what’s already there. Here is a quote from the documentation: Any extra threads or processes running parallel to MotionBuilder might seriously slow down performance or even prevent MotionBuilder from running at all.

* Image taken from the documentation of the Autodesk MotionBuilder 7.5

When I was writing a plugin shader for a webcam, I have faced with such a contradiction: on the one hand is necessary to process each frame of a web camera with no impact on the overall performance of the MoBu scene, and with another – rule for creating plug-ins for MoBu says: Any extra threads or processes running parallel to MotionBuilder might seriously slow down performance or even prevent MotionBuilder from running at all.

But I did not find the place where they could perform all the calculations involved in processing personnel web camera in MoBu. Plugin shader has only a challenge in drawing frame, and if they produce processing, it will slow down the whole scene entirely. It is not good. I tried to substitute the processing of personnel in the UI thread MoBu, but also a failure – because UI is processed for shader only in active mode. If you exit interface, the calculation is carried out not to be, and personnel to handle all the time. I tried to rewrite the events OnIdle of the FBSystem, also did not help, slow down the scene.

In the end, I came to the conclusion that I should use a parallel flow, despite the slogan of architecture of the MoBu and I were right, all earned as necessary. Hence the conclusion, the architecture of the MoBu should be sharpen, and the computation of shading is not intended for complex pipelines and processing.

Evaluation thread in a shader plugin
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