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Bug Reports / Re: Generating texture or exporting OBJ causes PhotoScan to segfault?
« on: October 11, 2017, 01:47:04 PM »
Hi Alexey,
I do not have super-hard numbers on the memory consumption but I did see PhotoScan using 27 gigabytes of memory for a 200-photo project, which feels a bit on the high side. It could very well be the console pane content, because the memory consumption creeps upwards slowly during the whole process, which would be consistent with logging millions and millions of lines of text... I have now tried running a few multi-hour test runs (ranging from 50ish to a few hundred photos) both without supplying the progress callback, and supplying one that logs less often. In both tested versions (1.3.3 and 1.3.4), it seems like this did the trick. In other words: with the changes to the progress callback outlined in the previous post, PhotoScan does no longer crash. That little callback with a single print statement was the last thing we suspected, ironically!
We are using the PSX format. I did not record the peak memory consumption for either run, and remember only the 27-gigabyte number above. I do know that there was no swap usage, though, and the machines we used had 60 gigs of memory. I am not sure about the number of polygons or the texture atlas size, but the models should be fairly small. I am seeing numbers like:
You mention version 1.4. How far along is that and how does the release schedule look? Will we see more preview builds before the stable release, do you think?
I do not have super-hard numbers on the memory consumption but I did see PhotoScan using 27 gigabytes of memory for a 200-photo project, which feels a bit on the high side. It could very well be the console pane content, because the memory consumption creeps upwards slowly during the whole process, which would be consistent with logging millions and millions of lines of text... I have now tried running a few multi-hour test runs (ranging from 50ish to a few hundred photos) both without supplying the progress callback, and supplying one that logs less often. In both tested versions (1.3.3 and 1.3.4), it seems like this did the trick. In other words: with the changes to the progress callback outlined in the previous post, PhotoScan does no longer crash. That little callback with a single print statement was the last thing we suspected, ironically!
We are using the PSX format. I did not record the peak memory consumption for either run, and remember only the 27-gigabyte number above. I do know that there was no swap usage, though, and the machines we used had 60 gigs of memory. I am not sure about the number of polygons or the texture atlas size, but the models should be fairly small. I am seeing numbers like:
Code: [Select]
(one project)
constructed triangulation from 70788 vertices, 141570 faces
1789061 points 3577673 faces done in 25.6196 sec
(another project)
constructed triangulation from 204609 vertices, 409212 faces
6733274 points 13466003 faces done in 102.692 sec
You mention version 1.4. How far along is that and how does the release schedule look? Will we see more preview builds before the stable release, do you think?