BVH frustum culling, sidecar cache, per-model buffers, progressive upload

Phase 2 performance: BVH acceleration with median-split build, per-model
trees, and EBO re-sorting for GPU cache coherence. Raw binary .ifcview
sidecar stores full geometry + BVH for instant subsequent loads (skip
tessellation entirely).

Per-model GPU buffers (VAO/VBO/EBO per model) eliminate cross-model buffer
copies on growth. Sidecar reads happen on a background thread. Bulk GPU
uploads are progressive (48 MB/frame chunks) so the viewport stays
interactive while multi-GB models stream in.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-04-12 09:09:32 +10:00
parent 5b4c1089cf
commit 1dace18d26
9 changed files with 1541 additions and 327 deletions
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/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef BVHACCEL_H
#define BVHACCEL_H
#include <cstdint>
#include <vector>
#include <unordered_map>
#include <unordered_set>
#include <memory>
struct ObjectDrawInfo {
uint32_t index_offset; // byte offset into EBO
uint32_t index_count; // number of indices
uint32_t model_id; // which model this object belongs to
float aabb_min[3]; // world-space AABB
float aabb_max[3];
};
static constexpr uint32_t BVH_MAX_LEAF_SIZE = 8;
static constexpr uint32_t BVH_MIN_OBJECTS = 32;
struct BvhNode {
float aabb_min[3];
float aabb_max[3];
uint32_t right_or_first; // interior: right child index (left is always this_index+1); leaf: first object index
uint16_t count; // 0 = interior; >0 = leaf with this many objects
uint16_t axis; // split axis (0/1/2) for interior; unused for leaf
};
static_assert(sizeof(BvhNode) == 32, "BvhNode must be 32 bytes for cache alignment and sidecar format");
struct ModelBvh {
uint32_t model_id = 0;
std::vector<BvhNode> nodes;
std::vector<uint32_t> object_indices; // indices into object_draw_info_
};
struct BvhSet {
std::unordered_map<uint32_t, ModelBvh> models;
std::unordered_set<uint32_t> bvh_model_ids;
};
struct EboReorderResult {
std::vector<uint32_t> reordered_ebo;
std::vector<ObjectDrawInfo> reordered_draw_info;
};
// Build BVH trees for all models in the given draw info snapshot.
// Only builds the tree structure; does not touch EBO data.
std::shared_ptr<BvhSet> buildBvhSet(const std::vector<ObjectDrawInfo>& draw_info);
// Reorder the EBO so objects within each BVH leaf are contiguous.
// Must be called with the CURRENT run's EBO and draw_info (not cached).
EboReorderResult reorderEbo(const BvhSet& bvh_set,
const std::vector<ObjectDrawInfo>& draw_info,
const std::vector<uint32_t>& original_ebo);
#endif // BVHACCEL_H