Skip to content
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
wants to merge 6 commits into from

Conversation

superdump
Copy link
Contributor

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 Spheres 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

@superdump 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
@github-actions github-actions bot added the S-Needs-Triage This issue needs to be labelled label Mar 11, 2022
@superdump superdump removed the S-Needs-Triage This issue needs to be labelled label Mar 11, 2022
@superdump superdump requested a review from cart March 13, 2022 18:04
Copy link
Member

@cart cart left a 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!

@cart
Copy link
Member

cart commented Mar 19, 2022

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 bors bot changed the title Faster view frustum culling [Merged by Bors] - Faster view frustum culling Mar 19, 2022
@bors bors bot closed this Mar 19, 2022
@Shatur Shatur mentioned this pull request Apr 17, 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
Projects
Status: Done
Development

Successfully merging this pull request may close these issues.

2 participants