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Re: [stem-dev] Antw: Some performance enhancement ideas for Map View

Excellent!  Thanks Chris.

I think your suggestions works great.

-Matt



stem-dev-bounces@xxxxxxxxxxx wrote on 04/27/2012 07:03:35 AM:

> From: "Thoens Christian" <Christian.Thoens@xxxxxxxxxxx>
> To: <stem-dev@xxxxxxxxxxx>, 
> Date: 04/27/2012 07:05 AM
> Subject: [stem-dev] Antw:  Some performance enhancement ideas for Map 
View
> Sent by: stem-dev-bounces@xxxxxxxxxxx
> 
> Thanks for the suggestions Matt,
> 
> I already implemented (2.) in the GraphMapView. The Polygon Border
> Image in regenerated every time the map is panned or zoomed. There
> panning and zooming are still very expensive when an alpha value for the
> borders is used. What do you think of the following idea? We could stop
> using alpha every time the map is panned or zoomed and start using it
> again when there has not been a panning or zooming for maybe 2 seconds.
> 
> Regards,
> Chris
> 
> >>> Matthew Davis <mattadav@xxxxxxxxxx> 4/26/2012 10:48 pm >>>
> Hi Chris,
> 
> Per our discussion on the STEM call today, here are a few ideas for 
> further performance improvements on the Map View / Graph Map View.  I
> have 
> done a rough implementation of each just to gauge performance / 
> feasibility, but they're not fully implemented.
> 
> 1.  Move Drawing off UI Thread
> 
> A SWT Graphics Context (GC) can draw to an image in regular threads. 
> Currently we do all the drawing on the UI thread, which 1) has to wait
> 
> until it's available to draw and 2) locks the UI while drawing, which
> can 
> make the UI seem unresponsive for large periods during simulations.
> 
> In my example, created a new Eclipse Job that executes the draw routine
> 
> and creates two images:  the filled polygons and borders (See #2). 
> This 
> job is scheduled by the simulationChanged(...) listener and runs 
> asynchronously.  When it finishes, the two images are stored in
> memory.
> 
> The paintControl() method, which draws the UI and runs on the UI
> thread, 
> simply draws the two images directly onto the Control.  The total cost
> of 
> a repaint is ~30ms - that is the time the UI is bound, vs. 300-2000 ms
> 
> currently.
> 
> Upside:  The combined image is cached, allowing less drawing directly
> onto 
> the UI, thus a faster and more responsive UI.  Refresh job is easier 
> managed using Jobs framework (vs. asyncExec(...))
> Downside:  The image is further asynchronous from the simulation; 
> complicates panning and zooming.
> 
> 
> 2.  Cache the Polygon Borders Image
> 
> 50% of the draw time for each Map refresh is drawing the polygon
> borders. 
> For a fixed map perspective (pan/zoom settings), the borders and thus
> the 
> image do not change from step to step, and can be drawn onto a cached 
> image and reused. Also, you can apply the alpha (which we like)
> uniformly 
> at the bitmap level, vs having to calculate the alpha redundantly. The
> 
> cost of drawing the image is about 10ms vs. 400-700ms for rendering the
> 
> polygons.  When the map perspective changes, the polygons must be
> redrawn. 
> (* panning with no clipping is an exception)
> 
> Upside:  2x average speed-up; can retain border transparency at trivial
> 
> cost
> Downside:  Increased memory usage; complicates panning and zooming
> 
> 
> 3.  Cache the Filled Polygons Image; define a value differential to
> force 
> update
> 
> This is kind of tricky, but it also useful.  Step-by-step, the vast 
> majority of the nodes do not change in value appreciably (that is,
> enough 
> to trigger a change in relative value index in the map view).  By 
> extension, for a fixed map perspective, most of the filled polygons do
> not 
> need to be refreshed for each redraw (in fact, most are probably
> white). 
> 
> With your alpha pre-calculations, we can now overdraw cached images, 
> retaining the "look" of alpha, but without worrying about additive 
> blending of the previous pixel values and we don't have to pay the 2x
> cost 
> to redraw the background then draw the fill.
> 
> The idea is to set a (configurable) differential in relative value
> before 
> the polygon is redrawn.  On our index of 0-255, this could be something
> 
> like a change of 5% in relative value (10-15 indexed values of alpha) 
> would be required before an individual region / polygon is redrawn. 
> With 
> map perspective changes, the whole thing must be redrawn. (* panning
> with 
> no clipping is an exception)
> 
> Upside:  Up to another 2x speed-up
> Downside:  Increased memory usage; complicates panning and zooming;
> lots 
> of edge cases to take care of; lose accuracy & resolution in the map.
> 
> 4.  Make sure clipping is working
> 
> 
> ====
> 
> A quick and dirty implementation of 1-3 in the current MapCanvas shows
> a 
> decrease in average draw time from 700ms to 80ms per redraw (range of
> 10ms 
> to 1200ms) for the USAMexico scenario with a 5% relative value
> difference 
> before redraw.  Now, there will be steps when it's going to be much 
> higher, but for the most part, it's much faster.
> 
> Now, one issue is this gets us further and further away from having a 
> "correct" map view --- but that leads to the last part.  With an
> average 
> update of 80ms, a simulation-synchronous map view is no longer that big
> of 
> a burden (especially if it's not binding the UI).  And the redraw 
> differential would be configurable, so you can get a completely
> accurate, 
> synchronous map with two configuration switches.  A synchronous draw
> will 
> also be faster, as it's not going to be competing with the simulation
> for 
> CPU time.
> 
> The biggest downside to all this is panning and zooming will have to be
> 
> addressed, as all of these options make it even less interactive than
> it 
> is now (which isn't saying much ...).
> 
> I'm interested in hearing everyone's thoughts.  I'm also happy to help
> 
> implement any of these changes.
> 
> 
> -Matt
> 
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