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Author Topic: RAM Usage - Building Textures  (Read 4625 times)

Mak11

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Re: RAM Usage - Building Textures
« Reply #15 on: November 04, 2024, 12:00:57 AM »
The texture artifacts are present even when the texture is produced on the undecimated model...

Happens in both v2.1.3 and 2.2.0.

Try to generate the textures using the CPU only (it will obliviously take longer) but at least it would rule out a GPU/Driver bug.

Tas

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Re: RAM Usage - Building Textures
« Reply #16 on: November 04, 2024, 12:05:39 AM »
Thanks for the suggestion Mak11. Unfortunately, the textures were already generated with the CPU. It's a very lengthy process, but the logs always indicate that there's not enough GPU memory.

E.g.,
Quote
Found 1 GPUs in 0.004 sec (CUDA: 0 sec, OpenCL: 0.001 sec, Vulkan: 0.002 sec)
Using device: NVIDIA GeForce RTX 4090, 128 compute units, free memory: 21054/24563 MB, compute capability 8.9
  driver/runtime CUDA: 12060/10010
  max work group size 1024
  max work item sizes [1024, 1024, 64]
...
...
Estimated required video memory: 304685 MB
Estimated device memory: total 24142 MB, used 2586 MB, available 22205 MB
Cannot use GPU. Reason: Not enough memory on device
Performing blending on CPU...

Mak11

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Re: RAM Usage - Building Textures
« Reply #17 on: November 04, 2024, 12:13:54 AM »
Thanks for the suggestion Mak11. Unfortunately, the textures were already generated with the CPU. It's a very lengthy process, but the logs always indicate that there's not enough GPU memory.

E.g.,
Quote
Found 1 GPUs in 0.004 sec (CUDA: 0 sec, OpenCL: 0.001 sec, Vulkan: 0.002 sec)
Using device: NVIDIA GeForce RTX 4090, 128 compute units, free memory: 21054/24563 MB, compute capability 8.9
  driver/runtime CUDA: 12060/10010
  max work group size 1024
  max work item sizes [1024, 1024, 64]
...
...
Estimated required video memory: 304685 MB
Estimated device memory: total 24142 MB, used 2586 MB, available 22205 MB
Cannot use GPU. Reason: Not enough memory on device
Performing blending on CPU...

What are the texture generation settings used ? how many 4K or 8K textures ?


Tas

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Re: RAM Usage - Building Textures
« Reply #18 on: November 04, 2024, 01:11:30 AM »
I've tried a variety of settings:  8K, 16K, 32K, page count determined by pixel size, page count manually defined, etc. Examples I've tried include two 16k textures and three to five 32K textures. Same issue on decimated models, undecimated models, unedited models (no face deletion), etc. The artifacts show in all cases.

I've had this occur on multiple projects, one year apart, on different workstations/PCs, and using 4 different versions of Metashape. The only common variable I can come up with is that it's happening on jobs where I include laser scans - of course, correlation doesn't imply causation. 

« Last Edit: November 04, 2024, 01:24:27 AM by Tas »

Tas

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Re: RAM Usage - Building Textures
« Reply #19 on: November 04, 2024, 01:23:48 AM »
Texture Settings
  • Texture type:  Diffuse map
  • Source data:  Images
  • Mapping mode:  Generic
  • Blending mode:  Mosaic
  • Texture size:  variable - tried 8K, 16K, and 32K
  • Pixel size (m):  variable, tried .0025 and page-count-defined
  • Page count:  variable, tried 2-5 and pixel size-defined
  • Enable hole filling:  yes
  • Enable ghosting filter:  yes

Mak11

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Re: RAM Usage - Building Textures
« Reply #20 on: November 04, 2024, 01:27:48 AM »
Can you try 4K x 4 and report back ?

Tas

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Re: RAM Usage - Building Textures
« Reply #21 on: November 04, 2024, 02:02:26 AM »
I have to generate other deliverables tonight but can try that as a troubleshooting measure in the coming days. A 4K x 4 texture would be far too low, regardless - project specifications called for a texture pixel resolution of 0.0015875m (1/16"), and Metashape logs indicated that'd require 32K x 12.
« Last Edit: November 04, 2024, 02:26:44 AM by Tas »

ilia

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Re: RAM Usage - Building Textures
« Reply #22 on: November 04, 2024, 12:42:31 PM »
Tas,

It may be related to this issue:
https://www.agisoft.com/forum/index.php?topic=16806.0

Mak11

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Re: RAM Usage - Building Textures
« Reply #23 on: November 04, 2024, 09:05:15 PM »
I don't think so as his textures are currently always being generated by the CPU (they are way to big for the VRAM as seen in his logs). I think that it's a combination of way to many gigantic textures and also UV U- wrapping issues because the meshes are either to dense or the topology is messed up (he should run the model statistics and see if there's anything to fix).