-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Merged by Bors] - Faster view frustum culling #4181
Closed
Closed
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
5 planes instead of 6. This is apparently common these days.
superdump
added
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
labels
Mar 11, 2022
superdump
commented
Mar 11, 2022
cart
reviewed
Mar 19, 2022
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good to me. Great work!
bors r+ |
bors bot
pushed a commit
that referenced
this pull request
Mar 19, 2022
# Objective - Reduce time spent in the `check_visibility` system ## Solution - Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A` - Inline all bounding volume intersection methods - Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower. - Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion. - These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
bors
bot
changed the title
Faster view frustum culling
[Merged by Bors] - Faster view frustum culling
Mar 19, 2022
aevyrie
pushed a commit
to aevyrie/bevy
that referenced
this pull request
Jun 7, 2022
# Objective - Reduce time spent in the `check_visibility` system ## Solution - Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A` - Inline all bounding volume intersection methods - Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower. - Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion. - These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
ItsDoot
pushed a commit
to ItsDoot/bevy
that referenced
this pull request
Feb 1, 2023
# Objective - Reduce time spent in the `check_visibility` system ## Solution - Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A` - Inline all bounding volume intersection methods - Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower. - Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion. - These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Labels
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Objective
check_visibility
systemSolution
Vec3A
for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions fromVec3
toVec3A
Aabb
->Sphere
and doSphere
-Frustum
intersection tests beforeAabb
-Frustum
tests. This is faster formany_cubes
but could be slower in other cases where the sphere test gives a false-positive that theAabb
test discards. Also, I tested precalculating theSphere
s and inserting them alongside theAabb
but this was slower.check_visibility
execution time inmany_cubes -- sphere
from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps