webgl之大数据量可视化性能优化

准备

webgl采用three.js

性能查看采用每秒播放的“帧数”

四种场景

4万个图层进行旋转操作

代码:

<html>
  <head>
    <title>My first three.js app</title>
    <style>
      body { margin: 0; }
      canvas { width: 100%; height: 100% }
    </style>
  </head>
  <body>
   <div id="container"></div>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/three.min.js"></script>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/libs/stats.min.js"></script>

    <script>
      var scene = new THREE.Scene();
      var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );

      var renderer = new THREE.WebGLRenderer();
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      var cubes = []

      var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );

      var container = document.getElementById( 'container' );
        container.appendChild( renderer.domElement );

      stats = new Stats();
      stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        stats.domElement.style.zIndex = 100;
        container.appendChild( stats.domElement );


      for(x=-100;x<100;x++ ){
        for(y=-100;y<100;y++){
          var geometry = new THREE.Geometry();
          geometry.vertices.push(new THREE.Vector3(x*2,y*2,1))
          
          var cube = new THREE.Points( geometry, material );
          scene.add( cube );
          cubes.push(cube);
        }
      }

      /**
      var geometry = new THREE.Geometry();
      geometry.vertices.push(new THREE.Vector3(1,1,1))
      var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
      var cube = new THREE.Points( geometry, material );
      scene.add( cube );
      */

      camera.position.z = 300;

      var animate = function () {
        requestAnimationFrame( animate );
         stats.update();

        //cube.rotation.x += 0.1;
        //cube.rotation.z += 0.1;

        cubes.forEach(function(cube){
          cube.rotation.y += 0.1;
          cube.rotation.z += 0.1;
        })

        renderer.render(scene, camera);
      };

      animate();
    </script>
  </body>
</html>

 

效果:

4万个点一个图层旋转涂层

代码:

<html>
  <head>
    <title>My first three.js app</title>
    <style>
      body { margin: 0; }
      canvas { width: 100%; height: 100% }
    </style>
  </head>
  <body>
    <div id="container"></div>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/three.min.js"></script>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/libs/stats.min.js"></script>
    <script>
      var scene = new THREE.Scene();
      var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );

      var renderer = new THREE.WebGLRenderer();
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      var cubes = []
      var geometry = new THREE.Geometry();

      var container = document.getElementById( 'container' );
        container.appendChild( renderer.domElement );

      stats = new Stats();
      stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        stats.domElement.style.zIndex = 100;
        container.appendChild( stats.domElement );

      
      for(x=-100;x<100;x++ ){
        for(y=-100;y<100;y++){
          
          geometry.vertices.push(new THREE.Vector3(x,y,1))
          
          
          
        }
      }

      

      var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );

      var cube = new THREE.Points( geometry, material );

      scene.add( cube );


      /**
      var geometry = new THREE.Geometry();
      geometry.vertices.push(new THREE.Vector3(1,1,1))
      var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
      var cube = new THREE.Points( geometry, material );
      scene.add( cube );
      */

      camera.position.z = 200;

      var animate = function () {
        requestAnimationFrame( animate );

        cube.rotation.y += 0.1;
        cube.rotation.z += 0.1;
        stats.update();

/**
        cubes.forEach(function(cube){
          cube.rotation.y += 0.1;
          cube.rotation.z += 0.1;
        })
*/

        renderer.render(scene, camera);
      };

      animate();
    </script>
  </body>
</html>

 

效果:

4万个图层,每次动画都重新创建4万个图层

代码:

<html>
  <head>
    <title>My first three.js app</title>
    <style>
      body { margin: 0; }
      canvas { width: 100%; height: 100% }
    </style>
  </head>
  <body>
    <div id="container"></div>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/three.min.js"></script>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/libs/stats.min.js"></script>
    <script>
      var scene = new THREE.Scene();
      var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );

      var renderer = new THREE.WebGLRenderer();
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      var cubes = []

      var am = 100

var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
      for(x=-am;x<am;x++ ){
        for(y=-am;y<am;y++){
          var geometry = new THREE.Geometry();
          geometry.vertices.push(new THREE.Vector3(x*2,y*2,1))
          
          var cube = new THREE.Points( geometry, material );
          scene.add( cube );
          cubes.push(cube);
        }
      }

      /**
      var geometry = new THREE.Geometry();
      geometry.vertices.push(new THREE.Vector3(1,1,1))
      var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
      var cube = new THREE.Points( geometry, material );
      scene.add( cube );
      */

      camera.position.z = 200;

      var container = document.getElementById( 'container' );
        container.appendChild( renderer.domElement );

      stats = new Stats();
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        stats.domElement.style.zIndex = 100;
        container.appendChild( stats.domElement );

      var animate = function () {
        requestAnimationFrame( animate );

        //cube.rotation.x += 0.1;
        //cube.rotation.z += 0.1;

        cubes.forEach(function(c){scene.remove(c)})

       cubes = []

        for(x=-am;x<am;x++ ){
        for(y=-am;y<am;y++){
          var r = Math.random() * 10;
          var geometry = new THREE.Geometry();
          geometry.vertices.push(new THREE.Vector3(x*r,y*r,1))
          //var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
          var cube = new THREE.Points( geometry, material );
          scene.add( cube );
          cubes.push(cube);
        }
      }

      stats.update();

        renderer.render(scene, camera);
      };

      animate();
    </script>
  </body>
</html>

 

效果:

4万个图层,每次动画改变每个图层的位置

代码:

<html>
  <head>
    <title>My first three.js app</title>
    <style>
      body { margin: 0; }
      canvas { width: 100%; height: 100% }
    </style>
  </head>
  <body>
    <div id="container"></div>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/three.min.js"></script>
    <script src="http://davidscottlyons.com/threejs-intro/iframes/three/libs/stats.min.js"></script>
    <script>
      var scene = new THREE.Scene();
      var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );

      var renderer = new THREE.WebGLRenderer();
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      var cubes = []

      var am = 100

var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
      for(x=-am;x<am;x++ ){
        for(y=-am;y<am;y++){
          var geometry = new THREE.Geometry();
          geometry.vertices.push(new THREE.Vector3(x*2,y*2,1))
          
          var cube = new THREE.Points( geometry, material );
          scene.add( cube );
          cubes.push(cube);
        }
      }

      /**
      var geometry = new THREE.Geometry();
      geometry.vertices.push(new THREE.Vector3(1,1,1))
      var material = new THREE.PointsMaterial( { color: 0x00ff00 ,size:1} );
      var cube = new THREE.Points( geometry, material );
      scene.add( cube );
      */

      camera.position.z = 200;

      var flag = true;

      var container = document.getElementById( 'container' );
        container.appendChild( renderer.domElement );

      stats = new Stats();
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        stats.domElement.style.zIndex = 100;
        container.appendChild( stats.domElement );

      var animate = function () {
        requestAnimationFrame( animate );

        //cube.rotation.x += 0.1;
        //cube.rotation.z += 0.1;

        var r = Math.random() * 20;
        cubes.forEach(function(c){
          if (flag ){

c.translateX(r)
          c.translateY(r)
          c.translateZ(r)
          }else{

            c.translateX(-r)
          c.translateY(-r)
          c.translateZ(-r)
          }
          
        })


      stats.update();
      if (flag) flag=false
      else flag = true

        renderer.render(scene, camera);
      };

      animate();
    </script>
  </body>
</html>

 

效果:

结果分析

在同一图层内,可以容纳大量数据绘制,性能较好,但不支持每个对象的变化

不同图层,大量数据绘制效果较差,但支持每个对象的变化

最差的情况,每次删除所有图层,再创建图层,重新绘制

转载于:https://www.cnblogs.com/lilei2blog/p/8643900.html

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