Merge pull request #794 from zeux/clusterz

clusterizer: Refactor and improve triangle prioritization
This commit is contained in:
Arseny Kapoulkine
2024-10-23 13:09:25 -07:00
committed by GitHub
4 changed files with 44 additions and 62 deletions
+18 -39
View File
@@ -934,11 +934,15 @@ static int follow(int* parents, int index)
return index;
}
void meshlets(const Mesh& mesh, bool scan = false)
void meshlets(const Mesh& mesh, bool scan = false, bool uniform = false)
{
// NVidia-recommends 64/126; we round 126 down to a multiple of 4
// alternatively we also test uniform configuration with 64/64 which is better for AMD
const size_t max_vertices = 64;
const size_t max_triangles = 124; // NVidia-recommended 126, rounded down to a multiple of 4
const float cone_weight = 0.5f; // note: should be set to 0 unless cone culling is used at runtime!
const size_t max_triangles = uniform ? 64 : 124;
// note: should be set to 0 unless cone culling is used at runtime!
const float cone_weight = 0.5f;
// note: input mesh is assumed to be optimized for vertex cache and vertex fetch
double start = timestamp();
@@ -988,7 +992,7 @@ void meshlets(const Mesh& mesh, bool scan = false)
avg_vertices += m.vertex_count;
avg_triangles += m.triangle_count;
not_full += m.vertex_count < max_vertices;
not_full += uniform ? m.triangle_count < max_triangles : m.vertex_count < max_vertices;
for (unsigned int j = 0; j < m.vertex_count; ++j)
if (boundary[meshlet_vertices[m.vertex_offset + j]] > 1)
@@ -1023,17 +1027,15 @@ void meshlets(const Mesh& mesh, bool scan = false)
avg_boundary /= double(meshlets.size());
printf("Meshlets%c: %d meshlets (avg vertices %.1f, avg triangles %.1f, avg boundary %.1f, not full %d, not connected %d) in %.2f msec\n",
scan ? 'S' : ' ',
scan ? 'S' : (uniform ? 'U' : ' '),
int(meshlets.size()), avg_vertices, avg_triangles, avg_boundary, int(not_full), int(not_connected), (end - start) * 1000);
float camera[3] = {100, 100, 100};
size_t rejected = 0;
size_t rejected_s8 = 0;
size_t rejected_alt = 0;
size_t rejected_alt_s8 = 0;
size_t accepted = 0;
size_t accepted_s8 = 0;
double radius_mean = 0;
double cone_mean = 0;
std::vector<float> radii(meshlets.size());
std::vector<float> cones(meshlets.size());
@@ -1048,36 +1050,22 @@ void meshlets(const Mesh& mesh, bool scan = false)
radii[i] = bounds.radius;
cones[i] = 90.f - acosf(bounds.cone_cutoff) * (180.f / 3.1415926f);
radius_mean += radii[i];
cone_mean += cones[i];
// trivial accept: we can't ever backface cull this meshlet
accepted += (bounds.cone_cutoff >= 1);
accepted_s8 += (bounds.cone_cutoff_s8 >= 127);
// perspective projection: dot(normalize(cone_apex - camera_position), cone_axis) > cone_cutoff
float mview[3] = {bounds.cone_apex[0] - camera[0], bounds.cone_apex[1] - camera[1], bounds.cone_apex[2] - camera[2]};
float mviewlength = sqrtf(mview[0] * mview[0] + mview[1] * mview[1] + mview[2] * mview[2]);
rejected += mview[0] * bounds.cone_axis[0] + mview[1] * bounds.cone_axis[1] + mview[2] * bounds.cone_axis[2] >= bounds.cone_cutoff * mviewlength;
rejected_s8 += mview[0] * (bounds.cone_axis_s8[0] / 127.f) + mview[1] * (bounds.cone_axis_s8[1] / 127.f) + mview[2] * (bounds.cone_axis_s8[2] / 127.f) >= (bounds.cone_cutoff_s8 / 127.f) * mviewlength;
// alternative formulation for perspective projection that doesn't use apex (and uses cluster bounding sphere instead):
// dot(normalize(center - camera_position), cone_axis) > cone_cutoff + radius / length(center - camera_position)
float cview[3] = {bounds.center[0] - camera[0], bounds.center[1] - camera[1], bounds.center[2] - camera[2]};
float cviewlength = sqrtf(cview[0] * cview[0] + cview[1] * cview[1] + cview[2] * cview[2]);
rejected_alt += cview[0] * bounds.cone_axis[0] + cview[1] * bounds.cone_axis[1] + cview[2] * bounds.cone_axis[2] >= bounds.cone_cutoff * cviewlength + bounds.radius;
rejected_alt_s8 += cview[0] * (bounds.cone_axis_s8[0] / 127.f) + cview[1] * (bounds.cone_axis_s8[1] / 127.f) + cview[2] * (bounds.cone_axis_s8[2] / 127.f) >= (bounds.cone_cutoff_s8 / 127.f) * cviewlength + bounds.radius;
rejected += cview[0] * bounds.cone_axis[0] + cview[1] * bounds.cone_axis[1] + cview[2] * bounds.cone_axis[2] >= bounds.cone_cutoff * cviewlength + bounds.radius;
}
double endc = timestamp();
double radius_mean = 0;
double cone_mean = 0;
for (size_t i = 0; i < meshlets.size(); ++i)
{
radius_mean += radii[i];
cone_mean += cones[i];
}
radius_mean /= double(meshlets.size());
cone_mean /= double(meshlets.size());
@@ -1095,20 +1083,10 @@ void meshlets(const Mesh& mesh, bool scan = false)
for (size_t i = 0; i < meshlets.size(); ++i)
meshlets_std += radii[i] < radius_mean + radius_stddev;
printf("Bounds : radius mean %f stddev %f; %.1f%% meshlets are under mean+stddev; cone mean half angle %.1f\n",
printf("Bounds : radius mean %f stddev %f; %.1f%% meshlets under 1σ; cone angle %.1f°; cone reject %.1f%% trivial accept %.1f%% in %.2f msec\n",
radius_mean, radius_stddev,
double(meshlets_std) / double(meshlets.size()) * 100,
cone_mean);
printf("ConeCull : rejected apex %d (%.1f%%) / center %d (%.1f%%), trivially accepted %d (%.1f%%) in %.2f msec\n",
int(rejected), double(rejected) / double(meshlets.size()) * 100,
int(rejected_alt), double(rejected_alt) / double(meshlets.size()) * 100,
int(accepted), double(accepted) / double(meshlets.size()) * 100,
(endc - startc) * 1000);
printf("ConeCull8: rejected apex %d (%.1f%%) / center %d (%.1f%%), trivially accepted %d (%.1f%%) in %.2f msec\n",
int(rejected_s8), double(rejected_s8) / double(meshlets.size()) * 100,
int(rejected_alt_s8), double(rejected_alt_s8) / double(meshlets.size()) * 100,
int(accepted_s8), double(accepted_s8) / double(meshlets.size()) * 100,
cone_mean, double(rejected) / double(meshlets.size()) * 100, double(accepted) / double(meshlets.size()) * 100,
(endc - startc) * 1000);
}
@@ -1421,6 +1399,7 @@ void processDev(const char* path)
return;
meshlets(mesh);
meshlets(mesh, /* scan= */ false, /* uniform= */ true);
}
void processNanite(const char* path)
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
+24 -21
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@@ -238,7 +238,7 @@ static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int
bool result = false;
unsigned int used_extra = (av == 0xff) + (bv == 0xff) + (cv == 0xff);
int used_extra = (av == 0xff) + (bv == 0xff) + (cv == 0xff);
if (meshlet.vertex_count + used_extra > max_vertices || meshlet.triangle_count >= max_triangles)
{
@@ -283,10 +283,10 @@ static bool appendMeshlet(meshopt_Meshlet& meshlet, unsigned int a, unsigned int
return result;
}
static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Cone* meshlet_cone, unsigned int* meshlet_vertices, const unsigned int* indices, const TriangleAdjacency2& adjacency, const Cone* triangles, const unsigned int* live_triangles, const unsigned char* used, float meshlet_expected_radius, float cone_weight, unsigned int* out_extra)
static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Cone* meshlet_cone, unsigned int* meshlet_vertices, const unsigned int* indices, const TriangleAdjacency2& adjacency, const Cone* triangles, const unsigned int* live_triangles, const unsigned char* used, float meshlet_expected_radius, float cone_weight)
{
unsigned int best_triangle = ~0u;
unsigned int best_extra = 5;
int best_priority = 5;
float best_score = FLT_MAX;
for (size_t i = 0; i < meshlet.vertex_count; ++i)
@@ -301,20 +301,26 @@ static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Co
unsigned int triangle = neighbors[j];
unsigned int a = indices[triangle * 3 + 0], b = indices[triangle * 3 + 1], c = indices[triangle * 3 + 2];
unsigned int extra = (used[a] == 0xff) + (used[b] == 0xff) + (used[c] == 0xff);
int extra = (used[a] == 0xff) + (used[b] == 0xff) + (used[c] == 0xff);
assert(extra <= 2);
int priority = -1;
// triangles that don't add new vertices to meshlets are max. priority
if (extra != 0)
{
// artificially increase the priority of dangling triangles as they're expensive to add to new meshlets
if (live_triangles[a] == 1 || live_triangles[b] == 1 || live_triangles[c] == 1)
extra = 0;
extra++;
}
if (extra == 0)
priority = 0;
// artificially increase the priority of dangling triangles as they're expensive to add to new meshlets
else if (live_triangles[a] == 1 || live_triangles[b] == 1 || live_triangles[c] == 1)
priority = 1;
// if two vertices have live count of 2, removing this triangle will make another triangle dangling which is good for overall flow
else if ((live_triangles[a] == 2) + (live_triangles[b] == 2) + (live_triangles[c] == 2) >= 2)
priority = 1 + extra;
// otherwise adjust priority to be after the above cases, 3 or 4 based on used[] count
else
priority = 2 + extra;
// since topology-based priority is always more important than the score, we can skip scoring in some cases
if (extra > best_extra)
if (priority > best_priority)
continue;
float score = 0;
@@ -341,18 +347,15 @@ static unsigned int getNeighborTriangle(const meshopt_Meshlet& meshlet, const Co
// note that topology-based priority is always more important than the score
// this helps maintain reasonable effectiveness of meshlet data and reduces scoring cost
if (extra < best_extra || score < best_score)
if (priority < best_priority || score < best_score)
{
best_triangle = triangle;
best_extra = extra;
best_priority = priority;
best_score = score;
}
}
}
if (out_extra)
*out_extra = best_extra;
return best_triangle;
}
@@ -588,13 +591,13 @@ size_t meshopt_buildMeshlets(meshopt_Meshlet* meshlets, unsigned int* meshlet_ve
{
Cone meshlet_cone = getMeshletCone(meshlet_cone_acc, meshlet.triangle_count);
unsigned int best_extra = 0;
unsigned int best_triangle = getNeighborTriangle(meshlet, &meshlet_cone, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, cone_weight, &best_extra);
unsigned int best_triangle = getNeighborTriangle(meshlet, &meshlet_cone, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, cone_weight);
int best_extra = best_triangle == ~0u ? -1 : (used[indices[best_triangle * 3 + 0]] == 0xff) + (used[indices[best_triangle * 3 + 1]] == 0xff) + (used[indices[best_triangle * 3 + 2]] == 0xff);
// if the best triangle doesn't fit into current meshlet, the spatial scoring we've used is not very meaningful, so we re-select using topological scoring
if (best_triangle != ~0u && (meshlet.vertex_count + best_extra > max_vertices || meshlet.triangle_count >= max_triangles))
{
best_triangle = getNeighborTriangle(meshlet, NULL, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, 0.f, NULL);
best_triangle = getNeighborTriangle(meshlet, NULL, meshlet_vertices, indices, adjacency, triangles, live_triangles, used, meshlet_expected_radius, 0.f);
}
// when we run out of neighboring triangles we need to switch to spatial search; we currently just pick the closest triangle irrespective of connectivity