This tab deals with the following categories of options: | ||||||||||||||
Occlusion culling |
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Occlusion culling enabledIf this option is selected, it means that occlusion culling is activated. Occlusion culling avoids redisplay of hidden elements, particularly useful when viewing highly compartmented scenes such as plants and buildings and improves display performance. Let's have a look at the picture below to see what happens when occlusion culling is activated: |
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By default, this option is cleared. | ||||||||||||||
3D Accuracy |
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The accuracy
setting controls the tessellation of surfaces."Tessellation" means that the
surfaces of your geometry are built using triangles. A triangulation is
computed to describe the neighborhood relation of all points.
You have two choices (the preview area to the right shows you the effect of each setting): |
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FixedSets a fixed sag value (from 0.01 to 10) for calculating tessellation on all objects, which does not vary with object size. The sag value defines the chordal deviation for curves and surfaces. The "curve chordal deviation" represents the maximum distance between a polyline ("chord") whose end points lie on a curve and a point on this curve: |
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The "surface
chordal deviation" represents the maximum distance between the tessellation
triangles and the surface.
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By default, this option is activated. | ||||||||||||||
Proportional to element sizeTessellation is calculated according to object size: the larger the object, the coarser the tessellation. For the same sag value, the tessellation on small objects is always finer than on large objects. The sag value used to calculate the tessellation of each object is calculated is as follows:
where:
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More precisely, let's take an example with the following bounding sphere with a radius 100: Sphere with radius 100 encompassed by its bounding sphere (in red): You can see that: radius of the bounding sphere > radius of sphere. The formula used to compute the proportional sag refers to the radius of the bounding sphere (which is > 100), hence a coarser sag. Mathematically speaking:
The examples below show the optimization of the number of triangles for small surfaces with a proportional sag (with the same rendering for a given zoom):
The examples below show the optimization of the number of triangles for small surfaces with a proportional sag (with the same rendering for a given zoom):
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By default, this option is cleared. | ||||||||||||||
Start by setting a high fixed value in order to decrease the number of tessellation triangles and thus, pay a lower price in performance. | ||||||||||||||
Note:
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Curves' accuracy ratioThis option lets you control the curve accuracy using the slider
displayed to the right (you can choose a value between 0.1 and 1). The curve accuracy is calculated as follows:
As a consequence, the tessellation on curves is finer than the tessellation on surfaces. For instance, setting the 3D sag value to 0.20 and the curve accuracy ratio to 0.10 means that:
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2D Accuracy |
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Note that settings for 2D accuracy are the same as for 3D accuracy. | ||||||||||||||
Level of Detail |
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You do not always
need to view a high level of detail in your geometry all the time. You can
use the Static and While Moving settings to modify
the display quality:
In both cases, the higher the value, the lower the level of detail. Normally, you set Static to a low value, and While Moving to a high value. The added value is increased display performance. A LOD is an approximation of the mesh intended to reduce the number of polygonal objects in modeling. The purpose of the LOD mechanism is to adjust the polygonal representation of an object to the viewer distance. You can use the Static and While Moving settings to modify the display quality:
In both cases, the higher the value, the lower the level of detail. Normally, you set Static to a low value, and While Moving to a high value. The added value is increased display performance. |
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More about LOD (Level of Detail)
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Pixel Culling |
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This option is
similar to the Level of detail options, but in that case, it lets you
define the size in pixels of objects to be hidden or displayed in your
geometry using the Static and While Moving sliders.
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Transparency Quality |
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Low (Screen Door)Similar to viewing an object through a mesh or a screen. Use this
setting when you need to look at objects through another transparent
object.
By default, this option is activated. |
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High (Alpha Blending)The produced effect is similar to looking through clear glass. Use this setting when you need to view several transparent objects located at different depths of a scene. For example, looking through a car windscreen at other opaque objects inside the car. As far as polygons are concerned, the result might not be as expected because in that case, the triangles are blended with the rest of the scene. As it is too costly and may adversely affect performance, polygons are not drawn using a Z order (i.e. depth order) and therefore, it is not possible to be sure that when the transparent polygon is blended, all the scene is drawn behind. Transparent polygons are drawn at the end of the draw phase but they are not depth-stored. When activated, the transparency is impacted according to the value you
set. Note that when working in Shading with Material mode:
This mode is computation-intensive and consequently has an adverse affect on display performance.
By default, this option is cleared. |
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Frames per second |
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EnabledIf this option is selected, it lets you control the minimum number of frames per second (frame rate) during animations (zooming, moving, flying, etc.) when using a regular mouse. The frame rate varies from 1 to 30. Setting a low frame rate keeps a maximum number of details visible, but animations are less smooth and fluid; setting a high frame rate limits visible details, but provides smoother, more fluid animations. This option is particularly useful, for example, in Fly mode: when flying within large objects, you may not need to see all the details, but you want to navigate through the object in as smooth a manner as possible. Bear in mind that even though you set the lowest frame rate, there will be a loss of details when this option is selected. By default, this option is cleared. |
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Frames per second for 3Dx Devices |
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If this option is
selected, it lets you control the minimum number of frames per second
(frame rate) during animations when using a 3Dx device such as a Space
Mouse. This option works the same way as the above-detailed
Frames per second, the only difference is that
it is specific to 3Dx devices. By default, this option is cleared. |
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Miscellaneous |
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Show Hidden Edges (whenever possible)Note that the display of hidden edges is now activated in the View Mode Customization dialog box. |
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Enable isoparametrics generation |
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If this option is
selected, it means that you can generate (in this context, it means to
"display") the topological elements defined as being isoparametrics. By default, the option is cleared for performance reasons. To use this option, just follow the steps below:
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By default, this option is cleared. | ||||||||||||||
Enable two side lighting for faces and surfaces onlyIf this option is selected, it helps you to visualize the two sides (i.e. front side and back side) of a face or surface by lighting them.
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By default, this option is activated. | ||||||||||||||
Enable OpenGL local viewer lightingIf this option is selected, it means that the lighting quality is enhanced by changing the light direction according to the matrix of each vertex. Therefore, each vertex has a better lighting but, depending on the object you are using, creases might appear on the object. By default, this option is cleared. |
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Save lineic elements in cacheAll options related to cgr management are grouped together in the
Cgr Management tab in Tools > Options > Infrastructure > Product
Structure. Therefore, the Save lineic elements in cache
option is not displayed in the Performances tab anymore. |
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Enable OpenGL ShaderIf this option is selected, it lets you apply OpenGL materials when
working with the Real Time Rendering 2 product. These advanced
materials are used to create textures such as paint, wood or marble. To be able to use these advanced materials, you need to download the OpenGL Shader development kit. To do so, if you are working on Windows, browse the following Internet site:
then send an e-mail to the Strategic Partner Manager (click its name on the page) to ask for the required elements. The option is displayed when re-accessing the Performances tab: |
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By default, this option is cleared. | ||||||||||||||
Enable back face culling |
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For stand-alone facesIf this option is selected, it avoids redisplay of back sides of faces or surfaces. Note that when this option is selected along with Enable two side lighting for faces and surfaces only, only front faces are lightened. |
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The back side of faces is determined by the OpenGL specifications (using the first triangle orientation and the normal of the face) and not by the line-of-sight vector of the viewpoint. If a face disappears when this option is activated, it means that this face is a back side face. | ||||||||||||||
By default, this option is cleared. |
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For faces belonging to solidsIf this option is selected, it avoids redisplay of back sides of faces or surfaces belonging to solids:
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By default, this option is activated. | ||||||||||||||
Note that:
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Halo when displaying the geometry with hidden lines removed |
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EnabledIf this option is selected, it lets you display a halo around intersecting edges to create a perspective effect. Prior to using it, you need to switch to Dynamic hidden line removal mode otherwise, you will not be able to use this option. To do so, select View > Render Style > Customize View then select the Dynamic hidden line removal check box before clicking OK to validate. The following picture shows an example of halo:
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By default, this option is cleared. | ||||||||||||||
Picking |
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This area enables you to pick elements, i.e. select elements when pointing them. In "normal" picking mode, you need to move your mouse to select an element whereas in accurate picking mode, the slightest move (one pixel, for instance) is enough to select. | ||||||||||||||
Window size for pickingLets you specify the size (in pixels) of the window to be used for
picking elements in normal mode. You can set a value comprised between 1
and 100, the default value being 4 pixels. |
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Enable accurate pickingIf this option is selected, it helps you select more precisely elements
that are very close to each other when displaying the geometry. |
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For more
information, refer to
Magnifying in this guide.
When the Enable accurate picking check box is selected, the
Window size for accurate picking box is activated to let you
define the size of the window (in pixels) used for accurate picking. Note that if you this option enables you to use normal picking as well. |
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Activating this option might have a negative impact on performance when using big models. | ||||||||||||||
When working on
UNIX workstations, you can use the Double click latency slider
to manage the maximum duration (in milliseconds) between two mouse clicks
so that they can be considered as a double-click. The default value is 500 ms but you can increase it up to 2 seconds. By default, this option is cleared. |
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