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Git Commits -> Revision 399b6ec

Revision 399b6ec by Campbell Barton (master)
August 13, 2021, 00:21 (GMT)
Mesh: optimize normal calculation

Optimize mesh normal calculation.

- Remove the intermediate `lnors_weighted` array, accumulate directly
into the normal array using a spin-lock for thread safety.
- Remove single threaded iteration over loops
(normal calculation is now fully multi-threaded).
- Remove stack array (alloca) for pre-calculating edge-directions.

Summary of Performance Characteristics:

- The largest gains are for single high poly meshes, with isolated
normal-calculation benchmarks of meshes over ~1.5 million showing
2x+ speedup, ~25 million polygons are ~2.85x faster.

- Single lower poly meshes (250k polys) can be ~2x slower.

Since these meshes aren't normally a bottleneck,
and this problem isn't noticeable on large scenes,
we considered the performance trade-off reasonable.

- The performance difference reduces with larger scenes,
tests with production files from "Sprite Fight" showing
the same or slightly better overall performance.

NOTE: tested on a AMD Ryzen TR 3970X 32-Core.

For more details & benchmarking scripts, see the patch description.

Reviewed By: mont29

Ref D11993

Commit Details:

Full Hash: 399b6ec76c80a8f343747a0459bb3d3df514555f
Parent Commit: 1275ce6
Lines Changed: +82, -53

1 Modified Path:

/source/blender/blenkernel/intern/mesh_normals.cc (+82, -53) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021