![]() ![]() This information is valuable not just to those in the visual effects arena. The printed time spans are staying constant. Some of the case studies include open source projects so you can try out. The behavior of the program I would expect is that the time spans are staying pretty much constant, even tho they might be longer than calling the function directly. High_resolution_clock::time_point start = high_resolution_clock::now() įor (int k = 0 k (end - start).count() (end - start).count() << endl Īfter running the program for around 10 minutes the printed timespans have doubled, which is not explainable with normal fluctuations. But I encountered strange performance problems when running my program for longer time periods.Īfter investigating these performance problems I created this minimal, complete, and verifiable example code: #include "opencv2\opencv.hpp" So I thought it was at least okay to use (multi)threading on application level. The library itself is thread safe in that you can have multiple calls into the library at the same time, however the data is not always thread safe. Rather rebuild the opencv libs with TBB or openmp support.īut another answer with 3 upvotes is stating: a lot of functions are explicitly not thread-safe. Please avoid using your own multithreading with opencv. Regarding multithreading on application level, an comment from an moderator on : OpenCV philosophy here is that application should be multi-threaded, not OpenCV functions. ![]() The problem is that just a handsome of function are threaded with TBB at the moment (may be a dozen). With WITH_TBB=ON OpenCV tries to use several threads for some functions. Commodity x86 systems are emerging into this arena with larger. Regarding TBB, an answer from 2012 with 5 upvotes: Scalable, Multithreaded, Partially-in-place Sorting. On the other hand you can create multiple threads yourself and call the functions parallel to realize multithreading on application level.īut I couldn't get consistent answers which method of multithreading is the right way to go.Again, VERY limited test, who knows what bugs will pop up with more intense gameplay. An incompatibility of DMTCP with Open MPI 1.10 when using. It is a first-person shooter, and a video game clone of Quake III Arena. OpenArena is a free and open-source video game. On the one hand you can build OpenCV with TBB or OpenMP support which parallelize OpenCV's functions internally. Those are rough averages as the FPS counter jumps all over the place but it's clearly an improvement. One can now turn on logging individually for separate plugins, instead of only turning it on globally. Single-player, multiplayer First-person shooter.I read some articles and posts regarding Multithreading in OpenCV: ![]()
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