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Messages - zmeski

Pages: [1]
1
Bug Reports / Re: Calculating vertex colors - stuck
« on: July 03, 2017, 02:39:32 PM »
i think its good old 100Mbit line here :-/

2
Bug Reports / Re: Calculating vertex colors - stuck
« on: July 03, 2017, 02:01:38 PM »
OK but evidenty something is going wrong there.

When i have the assets saved ont he network, the mesh creation takes forever to the point where its utilizing 1% of the processor and the network activity is going crazy with PS.
When i have the files placed locally, everything is smooth and quick.

3
Bug Reports / Re: Calculating vertex colors - stuck
« on: July 03, 2017, 11:17:50 AM »
ok so one thing i found when watching the system tra while PS is computing.

processir load 1%
memory slowly going up
network is heavily loaded!!!!

so actually having all the photos loaded in PS doesnt mean they are loaded into the memory and with every step its taking its always reloading them from the network drive which is crazy.

is there a way how to keep all the photos loaded into the memory whn i have enough RAM? 256 gb ATM, but possible to have 1TB if needed...

So in the end it seems that placing the PHOTS to the local drive fixes the problem.

Having option to load the photos into memory once would be really great.



4
Bug Reports / Re: Calculating vertex colors - stuck
« on: July 03, 2017, 11:00:06 AM »
ok so the only setting i have in the BIOS is NUMA enable/disable
since i have dual XEON system, it shoudl be enabled.
ALL my other software always identify 2 nodes with 28 threads each.

Photoscan was working great in a previous version so somethign must have happend either on Agisoft end or in windows.

Is there a safe way to test this?

Its true that in the pas time, i coul see some processor thread usage setup in the Photoscan options.

I have also tested Reality Capture and it works withtou any delay as well as all my rendergin packages.

I really love Photoscan but whats happening now is a show stopper for me.

Any clues please?

M



5
Bug Reports / Re: Calculating vertex colors - stuck
« on: July 03, 2017, 10:37:58 AM »
Hi Alex,

yes it started doing again :-/

But it was working fine in previous versions even on this machine so its very curious why it became behaving like this???
Perhaps some stupid Windows 10 update again?

Speaking of NODE interleaving/NUMA group size.....unfortunately i have no clue how to set it up.
I am doing lots of rendering in Vray and other computations which work just fine....so i am really afraid to mess with it.

Is there a safe tutorial how to set it uP please?

Cheers
M

6
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 29, 2017, 04:23:43 PM »
so i have it running now
started calculating vertex colors at 15:21:06
procesing nodes.....done
and finished now....

i have to say i have changed the graphics card for a better one
i had TITAN X (9series 6gb)
and switched to 1080TI 11GB

and it finally works

coudl it be because of graphics card and /or drivers?

7
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 29, 2017, 03:43:46 PM »
yes definitelly but if i dotn abort it, it will compute forever :)
so is there anything special i shoudl do this time?

8
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 29, 2017, 03:23:29 PM »
unsure what commit level means?

9
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 29, 2017, 03:23:01 PM »
CPU USAGE 0,6-1,6 %
MEM USAGE 1GB roughly

console log:
2017-06-29 12:55:30 Agisoft PhotoScan Standard Version: 1.3.2 build 4205 (64 bit)
2017-06-29 12:55:30 Platform: Windows
2017-06-29 12:55:31 OpenGL Vendor: NVIDIA Corporation
2017-06-29 12:55:31 OpenGL Renderer: GeForce GTX TITAN/PCIe/SSE2
2017-06-29 12:55:31 OpenGL Version: 4.5.0 NVIDIA 382.33
2017-06-29 12:55:31 Maximum Texture Size: 16384
2017-06-29 12:55:31 Quad Buffered Stereo: not enabled
2017-06-29 12:55:31 ARB_vertex_buffer_object: supported
2017-06-29 12:55:31 ARB_texture_non_power_of_two: supported
2017-06-29 12:55:53 LoadProject
2017-06-29 12:55:53 Loading project...
2017-06-29 12:55:53 loaded project in 0.311 sec
2017-06-29 12:55:53 Finished processing in 0.313 sec (exit code 1)
2017-06-29 13:11:03 SaveProject
2017-06-29 13:11:03 Saving project...
2017-06-29 13:11:05 saved project in 2.587 sec
2017-06-29 13:11:05 Finished processing in 2.593 sec (exit code 1)
2017-06-29 13:12:10 Analyzing dense cloud...
2017-06-29 13:12:30 Finished processing in 20.053 sec (exit code 1)
2017-06-29 13:13:15 BuildModel: surface type = Arbitrary, source data = Dense cloud, face count = High, interpolation = Enabled
2017-06-29 13:13:35 Generating mesh...
2017-06-29 13:13:35 Grid size: 2877 x 2610 x 990
2017-06-29 13:13:35 Tree depth: 12
2017-06-29 13:15:17 Tree set in 101.332s (8614073 points)
2017-06-29 13:15:18 Leaves/Nodes: 50498939/57713073
2017-06-29 13:15:25 Laplacian constraints set in 6.688s
2017-06-29 13:15:25 Depth[0/12]: 1
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0 / 0.000999928
2017-06-29 13:15:25 Depth[1/12]: 8
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0 / 0.00300002
2017-06-29 13:15:25 Depth[2/12]: 64
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0.000999928 / 0.00399995
2017-06-29 13:15:25 Depth[3/12]: 512
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0.00200009 / 0.00900006
2017-06-29 13:15:25 Depth[4/12]: 4096
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0.00499988 / 0.026
2017-06-29 13:15:25 Depth[5/12]: 32768
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0.0209997 / 0.0490003
2017-06-29 13:15:25 Depth[6/12]: 20432
2017-06-29 13:15:25    Evaluated / Got / Solved in: 0 / 0.0180001 / 0.0809999
2017-06-29 13:15:25 Depth[7/12]: 67848
2017-06-29 13:15:26    Evaluated / Got / Solved in: 0 / 0.0530012 / 0.158999
2017-06-29 13:15:26 Depth[8/12]: 274112
2017-06-29 13:15:26    Evaluated / Got / Solved in: 0 / 0.176999 / 0.363001
2017-06-29 13:15:26 Depth[9/12]: 1228992
2017-06-29 13:15:28    Evaluated / Got / Solved in: 0 / 0.705001 / 0.942999
2017-06-29 13:15:28 Depth[10/12]: 4889792
2017-06-29 13:15:34    Evaluated / Got / Solved in: 0 / 2.934 / 2.626
2017-06-29 13:15:34 Depth[11/12]: 16139608
2017-06-29 13:15:50    Evaluated / Got / Solved in: 0 / 8.235 / 7.269
2017-06-29 13:15:50 Depth[12/12]: 35054840
2017-06-29 13:16:23    Evaluated / Got / Solved in: 0 / 16.483 / 14.469
2017-06-29 13:16:23 Linear system solved in 57.82s
2017-06-29 13:16:24 Got Iso-value in 1.608s
2017-06-29 13:16:24 Iso-Value 1.34868
2017-06-29 13:18:28 18756342 faces extracted in 123.901s
2017-06-29 13:19:08 decimating mesh (18756342 -> 1722814)
2017-06-29 13:19:08 Decimating mesh...
2017-06-29 13:20:44 Calculating vertex colors...
2017-06-29 13:20:45 processing nodes...  done in 20.352 sec
2017-06-29 13:21:05 calculating colors... Finished processing in 3554.51 sec (exit code 0)
2017-06-29 14:12:30 Error: Aborted by user

had to abort as i could not wait longer

10
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 29, 2017, 02:34:43 PM »
so it happened again...where do i find the processing log please?
also ..is graphics card responsible for the vertex color count or the CPUs?

cheers

11
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 19, 2017, 03:08:32 PM »
i am using arbitrary.
I will provide the log info when this happens again.
I am currently having to omit the vertex color calculation as i am under deadline with the model.
will post soon hopefully,
thanks for the support!

12
Bug Reports / Re: Calculating vertex colors - stuck
« on: June 19, 2017, 02:11:44 PM »
Hello!
Its 106 photos.
Dense cloud has almost 14 million points
My computer has 256GB of RAM so thats more than enough.
It only started doing recently, in previous versions it was fine.
But i have to say i have started seeing a lot processor usage drops too along the creation.
I have 2xeons with 56 cores altogether at 3 Ghz
M

13
Bug Reports / Calculating vertex colors - stuck
« on: June 19, 2017, 10:32:00 AM »
Hi guys,
using the latest version on W10, i started having issues when calculating vertex colors
it stays at 0%
processor load is 1%
and it sticks there foreverHappens with every model i do.
Any idea when this will be sorted? It clearly is a bug.
Cheers
Martin

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