Opened 5 years ago
Last modified 5 years ago
#3140 assigned enhancement
Compute zone triangle mask in C++ thread
Reported by: | Owned by: | Tom Goddard | |
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Priority: | moderate | Milestone: | |
Component: | Volume Data | Version: | |
Keywords: | Cc: | ||
Blocked By: | Blocking: | ||
Notify when closed: | Platform: | all | |
Project: | ChimeraX |
Description
I'm not sure what is being requested here. To mask a map isn't a copy being made? A thread could make the 3D array, and when it returns that becomes a new Volume model, or replaces the array in an existing Volume model. Need clarification on what the problem is.
Begin forwarded message:
From: Tristan Croll
Subject: Re: ISOLDE and ChimeraX plan for the future
Date: May 4, 2020 at 3:24:17 PM PDT
To: Tom Goddard
Hi Tom,
...
Also moderately (but probably not *horribly*) difficult: a full double-buffering treatment for map contouring and masking. In Clipper I've put quite a bit of work into speeding up masking (and loading of the fresh data when a crystallographic map is recalculated), but while the contouring happens in a separate thread the masking operations don't, so there's still a really noticeable hitch in framerate for anything bigger than a tiny region. There's no reason the whole process couldn't be threaded, other than the time it takes to actually set it up.
Change History (4)
follow-up: 2 comment:2 by , 5 years ago
So triangle mask calculation needs to go in a separate thread. Doesn't sound like "double buffering". You have a list of triangles and atom positions and a calculation finds the triangles near the atoms. Sounds like just porting some existing ISOLDE code to a C++ thread. Should this ticket be retitled "Compute zone triangle mask in C++ thread"?
comment:4 by , 5 years ago
Summary: | Volume double buffering → Compute zone triangle mask in C++ thread |
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