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Animation performance issues about pooltool HOT 1 CLOSED

ekiefl avatar ekiefl commented on July 26, 2024
Animation performance issues

from pooltool.

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ekiefl avatar ekiefl commented on July 26, 2024

Animation performance is now very good, initializing and rendering shots almost instantly. If performance needs to be improved in the future, for either shot calculation or shot rendering, the following steps could be taken:

[ ] vectorize continuize. It is a bit difficult to predict the payoff of doing this, but currently each data point is calculated vi a call to evolve_ball_motion_fast. Yet ideally, evolve_ball_motion_fast could accept vector of t values, thereby avoiding thousands of coordinate rotation calls, etc.
[ ] With uniform time intervals in continuize, I suspect playback speed / fps * 3 may be a viable dt for continuize, instead of playback speed / fps * 2. See this commit (8ed572c).
[X] Lerp intervals for balls that do not move during the entire trajectory are avoided. However, if a ball is nudged in the 10th second but otherwise static, Lerp intervals are wasted for the whole trajectory. The number of required lerp intervals could be dramatically reduced if the code in Ball.set_playback_sequence was modified to created long intervals. In the example, the first PosLerp interval could be (x0->x0, y0->y0, z0->z0), dur 10s
[ ] fastmath=True could potentially make my numba functions faster / further improvement and refinement.

from pooltool.

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