ContextCaputre - What is the benefit in creating big tiles?

Hi All

I was doing a small time benchmark to see if there is any benefit regarding time using big tiles during production:

Block size 13.4 MegePixel

all settings set to defaults.

System setup - GTX980TI with 64 GB ram.

3mx creation (both for the exact same area) 

One big tile: size 53GB >>>> initial production time: 5h 30m. >>> convert to other CRS >> 28min

Many small tiles - 10GB>>>> initial production time: 3h . >>> convert to other CRS >> 18min

So regarding time, it seems small tiles are better.

is there any benefit in big tiles?

Thanks

Ori

  • In tiled productions, each tile corresponds to a mesh that are generated independently from each other. That means each tile has its own level-of-detail structure.

    By producing one big mesh, you get a global level-of-detail structure for the mesh.

    But, obviously, it's not possible to parallelize the production of a Reality Mesh that contains a single tile.

    Pascal


     This is a test

  • ok, Thanks.
    But still, is there any recommendation regarding tile size? Does big tiles are better in any way then small one.
    "By producing one big mesh, you get a global level-of-detail structure for the mesh..." - what does it mean? is it good or bad?
    Thanks
    Ori
  • Big is usually better than small, up until a point. There a couple things at play here. First, when you do lots of small tiles you end up repeating certain calculations which will take more time. However, when working with larger tiles, you will not repeat those calculations as many times.

    Second, the global level of detail that Pascal is referring to is the scalable functionality. Basically when you have one large tile, you are loading one large pyramid, which gives you one small low resolution node at the top to load. When you have lots of tiles, you will have lots of nodes at the top of each tiles pyramid to load. This will take longer than just loading one large pyramid. Furthermore, these nodes might be larger than if you just had 1 large pyramid which will give you longer loading times. This can be somewhat negated using the unique mesh export, however for this to work, the tile size must be uniform (meaning you cannot use adaptive tiling).

    Finally, if a large tile were to fail, it is going to make much more time to reprocess than a small tile. Unless there was a specific reason, I would avoid tiles that large. I tend to use somewhere in the 16-30 gb range.

       
    This is a test