Failed to allocate memory while building mesh kd-tree.

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phs
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Location: Ann Arbor, MI, US

Failed to allocate memory while building mesh kd-tree.

Post by phs » Fri Sep 29, 2006 1:47 am

(060928 -- edited to provide info on physical RAM)

Hello,

First -- thanks for all the great work on this promising rendering engine! There seems to be a lot of potential here, and I'm anxious to get this working with our more complex models.

Unfortunately, while I'm able to render test files OK, I get errors building the mesh kd-tree with any of our actual "production" models.

I'm able to render them fine in other renderers (I've tried POV-Ray, Yafray, Blender internal and Kerkythea). Unfortunately, in Indigo, I always get the kd-tree memory errors.

The models I'm working on are fairly detailed hand-held controllers we're trying to bring to market, and I'd love to be able to utilize Indigo renders as part of this process. Obviously these memory errors are a show-stopper.

The PC I'm using has 2GB of physical memory, running XP with the /3GB switch (booting XP with /3GB or without doesn't seem to make a difference where the kd-tree memory error is concerned). I've tried Indigo version 0.5 as well as the latest 0.6 test 1 version.

I've included output from the log file below, I hope it is of some help. Thanks again for all of your efforts here!

-- Paul

Code: Select all

random number seed: 13373
scene file path: '060927-key_fob-v0.9.53a.xml'
Using working directory path ''.
created world.
Loading Scene '060927-key_fob-v0.9.53a.xml'...
Using Reinhard tone mapping with pre_scale=2.000000, post_scale=1.000000
Camera: white balance = D75, using CIE XYZ chromacity (0.299020, 0.314850)
simple3d mesh vert mem used: 306.000KB (6528 verts)
simple3d mesh tri mem used: 288.000KB (12288 tris)
Loading tree from disk cache...
-----------TriTree::build()-------------

...

simple3d mesh vert mem used: 1.722MB (37616 verts)
simple3d mesh tri mem used: 588.844KB (25124 tris)
Couldn't find matching cached tree file, rebuilding tree...
-----------TriTree::build()-------------
25124 tris.
temp tris mem usage: 883.266KB
intersect_tris mem usage: 1.150MB
calcing root AABB.
max tree depth: 31
reserving N nodes: 25124(196.281KB)
leafgeom reserved: 100496(392.563KB)
tri_boxes mem usage: 785.125KB
SceneLoaderExcep: Failed to allocate memory while building mesh kd-tree.
Fatal Error: SceneLoaderExcep: Failed to allocate memory while building mesh kd-
tree.
Last edited by phs on Fri Sep 29, 2006 3:12 am, edited 1 time in total.

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Kosmokrator
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Post by Kosmokrator » Fri Sep 29, 2006 2:36 am

how ram u have?i think is memory overflow problem!try to split your heavy objects into smaller and try again!or delete some objects and try again until u find when indigo crashes...
1)Core i7 965XE stock CLOCK ,PSU:CHIEFTEC 850W
M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
MEMORY:6GB CORRSAIR @1600,Ati HD 4870x2,
MONITOR:LG 1950SQ,CASE:THERMALTAKE SOPRANO

phs
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Joined: Fri Sep 29, 2006 1:14 am
Location: Ann Arbor, MI, US

Post by phs » Fri Sep 29, 2006 3:34 am

Thanks for your response, Kosmokrator. I left out some important information in my original post, which I've edited to include the amount of physical RAM and Indigo versions used.

Your conclusion is logical, but it doesn't seem like it's a physical memory problem, as monitoring RAM usage via Taskmanager shows peak memory usage of Indigo to be less than 1 GB (and I have 2GB of RAM). Commit Charge maxes out at about 1.2 GB. The machine never even gets close to swapping out to disk. So, I'm kind of puzzled here.

I've already optimized my meshes as much as possible, but they do need to have a fair amount of detail. In fact, they're only going to get more detailed as the development process continues.

Maybe it's just the nature of Indigo's engine, but I can render these models, and ones of much more complexity, in the other renderers I mentioned in my original post. I just wanted to point this issue out, in case folks weren't aware of this, and there might be some way to address it.

If I uncover anything stupid I'm doing at my end, I'll certainly let you all know.

Thanks again for your help, Kosmokrator!

-- Paul

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arneoog
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Post by arneoog » Fri Sep 29, 2006 3:40 am

I think Indigo has a fixed maximum RAM usage, not sure...
...But I think I read it somewhere here...

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OnoSendai
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Post by OnoSendai » Sat Sep 30, 2006 12:25 am

phs:
how many triangles in the scene you are trying to load?

noyb
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Post by noyb » Sat Sep 30, 2006 2:42 pm

I've had this problem as well.
It's very strange, it seems to be an issue with only certain meshes. I've been able to render scenes with 700,000+ tris, and get this error with some 20-30,000 tri scenes.

I've tried to render this scene: http://www.indigorenderer.com/forum/viewtopic.php?t=245, but I get this error. After a while, I figured out that the sticks in the back are the only problem. The scene is about 650,000 tris and the sticks are about 50,000.

In rendering the scene in .6 test 2, the tree_cache files hit about 250-300mb without the sticks.
I've been able to render about 10-15 of the sticks alone (~10,000 tris) and the cache file hits ~900mb.

Hope this helps diagnose the problem.

phs
Posts: 3
Joined: Fri Sep 29, 2006 1:14 am
Location: Ann Arbor, MI, US

Post by phs » Tue Oct 03, 2006 1:53 am

Sorry it's taken me a while to get back here...

arneoog: It would be interesting to know more about any memory limits in Indigo.

Ono-Sendai: There are 297762 triangles in the smallest scene I need to be able to render. I suspect that it may have to do with the structure of particular meshes, but I haven't yet had the time to do more trouble-shooting. I'll certainly keep you posted if I can uncover anything that may be useful.

noyb: I think you're onto something here -- peculiarities of certain meshes may trip Indigo up. Just wish I had better information to offer.

I'm able to render all of my scenes in Kerkythea (a very nice rendering engine, also) but it's been difficult for me to get glass to look the way I want with Kerkythea. It seems Indigo may be very promising here.

Thanks everyone for your help!

-- Paul

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