[Bf-blender-cvs] [b747524144c] master: Cycles: speed up mesh volume bounds construction.

Stefan Werner noreply at git.blender.org
Sat Jul 28 20:13:43 CEST 2018


Commit: b747524144c54c2c71d550de6331d96afc4cb711
Author: Stefan Werner
Date:   Sat Jul 28 18:14:05 2018 +0200
Branches: master
https://developer.blender.org/rBb747524144c54c2c71d550de6331d96afc4cb711

Cycles: speed up mesh volume bounds construction.

Patch by Stefan, with minor tweaks by Brecht.

===================================================================

M	intern/cycles/render/mesh_volume.cpp

===================================================================

diff --git a/intern/cycles/render/mesh_volume.cpp b/intern/cycles/render/mesh_volume.cpp
index d1c49b456ff..3ee4124ba0f 100644
--- a/intern/cycles/render/mesh_volume.cpp
+++ b/intern/cycles/render/mesh_volume.cpp
@@ -87,23 +87,31 @@ const float3 quads_normals[6] = {
 	make_float3(0.0f, 0.0f, 1.0f),
 };
 
-static void create_quad(int3 corners[8], vector<int3> &vertices, vector<QuadData> &quads, int face_index)
+static int add_vertex(int3 v, vector<int3> &vertices, int3 res, unordered_map<size_t, int> &used_verts)
 {
-	size_t vertex_offset = vertices.size();
+	size_t vert_key = v.x + v.y * (res.x+1) + v.z * (res.x+1)*(res.y+1);
+	unordered_map<size_t, int>::iterator it = used_verts.find(vert_key);
 
+	if(it != used_verts.end()) {
+		return it->second;
+	}
+
+	int vertex_offset = vertices.size();
+	used_verts[vert_key] = vertex_offset;
+	vertices.push_back(v);
+	return vertex_offset;
+}
+
+static void create_quad(int3 corners[8], vector<int3> &vertices, vector<QuadData> &quads, int3 res, unordered_map<size_t, int> &used_verts, int face_index)
+{
 	QuadData quad;
-	quad.v0 = vertex_offset + 0;
-	quad.v1 = vertex_offset + 1;
-	quad.v2 = vertex_offset + 2;
-	quad.v3 = vertex_offset + 3;
+	quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts);
+	quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts);
+	quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts);
+	quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts);
 	quad.normal = quads_normals[face_index];
 
 	quads.push_back(quad);
-
-	vertices.push_back(corners[quads_indices[face_index][0]]);
-	vertices.push_back(corners[quads_indices[face_index][1]]);
-	vertices.push_back(corners[quads_indices[face_index][2]]);
-	vertices.push_back(corners[quads_indices[face_index][3]]);
 }
 
 struct VolumeParams {
@@ -159,9 +167,6 @@ private:
 	void generate_vertices_and_quads(vector<int3> &vertices_is,
 	                                 vector<QuadData> &quads);
 
-	void deduplicate_vertices(vector<int3> &vertices,
-	                          vector<QuadData> &quads);
-
 	void convert_object_space(const vector<int3> &vertices,
 	                          vector<float3> &out_vertices);
 
@@ -234,8 +239,6 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
 
 	generate_vertices_and_quads(vertices_is, quads);
 
-	deduplicate_vertices(vertices_is, quads);
-
 	convert_object_space(vertices_is, vertices);
 
 	convert_quads_to_tris(quads, indices, face_normals);
@@ -245,10 +248,7 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
 		vector<ccl::int3> &vertices_is,
 		vector<QuadData> &quads)
 {
-	/* Overallocation, we could count the number of quads and vertices to create
-	 * in a pre-pass if memory becomes an issue. */
-	vertices_is.reserve(number_of_nodes*8);
-	quads.reserve(number_of_nodes*6);
+	unordered_map<size_t, int> used_verts;
 
 	for(int z = 0; z < res.z; ++z) {
 		for(int y = 0; y < res.y; ++y) {
@@ -283,77 +283,38 @@ void VolumeMeshBuilder::generate_vertices_and_quads(
 
 				voxel_index = compute_voxel_index(res, x - 1, y, z);
 				if(voxel_index == -1 || grid[voxel_index] == 0) {
-					create_quad(corners, vertices_is, quads, QUAD_X_MIN);
+					create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MIN);
 				}
 
 				voxel_index = compute_voxel_index(res, x + 1, y, z);
 				if(voxel_index == -1 || grid[voxel_index] == 0) {
-					create_quad(corners, vertices_is, quads, QUAD_X_MAX);
+					create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MAX);
 				}
 
 				voxel_index = compute_voxel_index(res, x, y - 1, z);
 				if(voxel_index == -1 || grid[voxel_index] == 0) {
-					create_quad(corners, vertices_is, quads, QUAD_Y_MIN);
+					create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MIN);
 				}
 
 				voxel_index = compute_voxel_index(res, x, y + 1, z);
 				if(voxel_index == -1 || grid[voxel_index] == 0) {
-					create_quad(corners, vertices_is, quads, QUAD_Y_MAX);
+					create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MAX);
 				}
 
 				voxel_index = compute_voxel_index(res, x, y, z - 1);
 				if(voxel_index == -1 || grid[voxel_index] == 0) {
-					create_quad(corners, vertices_is, quads, QUAD_Z_MIN);
+					create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MIN);
 				}
 
 				voxel_index = compute_voxel_index(res, x, y, z + 1);
 				if(voxel_index == -1 || grid[voxel_index] == 0) {
-					create_quad(corners, vertices_is, quads, QUAD_Z_MAX);
+					create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MAX);
 				}
 			}
 		}
 	}
 }
 
-void VolumeMeshBuilder::deduplicate_vertices(vector<int3> &vertices,
-                                             vector<QuadData> &quads)
-{
-	vector<int3> sorted_vertices = vertices;
-	std::sort(sorted_vertices.begin(), sorted_vertices.end());
-	vector<int3>::iterator it = std::unique(sorted_vertices.begin(), sorted_vertices.end());
-	sorted_vertices.resize(std::distance(sorted_vertices.begin(), it));
-
-	vector<QuadData> new_quads = quads;
-
-	for(size_t i = 0; i < vertices.size(); ++i) {
-		for(size_t j = 0; j < sorted_vertices.size(); ++j) {
-			if(vertices[i] != sorted_vertices[j]) {
-				continue;
-			}
-
-			for(int k = 0; k < quads.size(); ++k) {
-				if(quads[k].v0 == i) {
-					new_quads[k].v0 = j;
-				}
-				else if(quads[k].v1 == i) {
-					new_quads[k].v1 = j;
-				}
-				else if(quads[k].v2 == i) {
-					new_quads[k].v2 = j;
-				}
-				else if(quads[k].v3 == i) {
-					new_quads[k].v3 = j;
-				}
-			}
-
-			break;
-		}
-	}
-
-	vertices = sorted_vertices;
-	quads = new_quads;
-}
-
 void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
 	                                         vector<float3> &out_vertices)
 {



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