Plan out performance strategy

This commit is contained in:
Dion Moult
2026-04-11 19:50:44 +10:00
parent d08a4e0706
commit d33055bb72
+329 -6
View File
@@ -117,13 +117,336 @@ make -j$(nproc)
| Ctrl+O | Open file |
| Ctrl+Q | Quit |
## Performance Strategy
The viewer targets smooth orbiting at 60 fps on models up to 1 million IFC objects.
Rendering performance is addressed in three phases. Each phase builds on the
previous one, and the system is designed so that smaller models never pay for
optimizations they don't need.
### Phase 1: Per-Object Frustum Culling (CPU)
**Status:** Implemented.
The simplest win: don't draw what's off screen.
#### Data model
During `uploadChunk()`, the viewport records a small metadata struct for every
object that enters the GPU buffers:
```cpp
struct ObjectDrawInfo {
uint32_t index_offset; // byte offset into the shared EBO
uint32_t index_count; // number of indices (triangles * 3)
float aabb_min[3]; // world-space axis-aligned bounding box
float aabb_max[3]; // (computed from vertex positions at upload time)
};
```
This costs 32 bytes per object. For 1M objects that's ~32 MB of CPU-side
metadata — negligible next to the vertex data.
#### Frustum extraction
Each frame, before drawing, six clip planes are extracted from the
view-projection matrix (`VP = proj * view`). The standard Griess-Hartmann
method pulls them directly from the matrix rows:
```
left = VP[3] + VP[0]
right = VP[3] - VP[0]
bottom = VP[3] + VP[1]
top = VP[3] - VP[1]
near = VP[3] + VP[2]
far = VP[3] - VP[2]
```
Each plane is stored as (a, b, c, d) and normalized so that
`a*x + b*y + c*z + d` gives the signed distance from the plane.
#### AABB-frustum test
For each object, the AABB is tested against all six planes using the
"p-vertex / n-vertex" method:
- For each plane, find the AABB corner most in the direction of the plane
normal (the p-vertex).
- If the p-vertex is on the negative side of the plane, the entire AABB is
outside the frustum → cull.
- If any plane culls the object, skip it.
This test is conservative: it never culls a visible object, but may
occasionally keep an invisible one (when the AABB straddles a frustum corner).
That's fine — false positives just cost a few extra triangles.
#### Drawing visible objects
The surviving objects' `(index_count, index_offset)` pairs are passed to
`glMultiDrawElements()` in a single call. This replaces the previous single
`glDrawElements()` that drew everything. The GPU processes only the index
ranges that survived the frustum test.
Alternatively, for the pick pass (which runs less frequently), the same
visibility list is reused — objects culled from the main pass are also culled
from picking.
#### Performance characteristics
| Metric | Value |
|--------|-------|
| Per-object cost | ~6 dot products + 6 comparisons per frame |
| 50k objects | ~0.3 ms on a modern CPU core |
| 500k objects | ~3 ms (starts to matter at 60 fps) |
| 1M objects | ~6 ms (too expensive — need phase 3) |
| Memory overhead | 32 bytes/object |
| Load-time overhead | Near zero (AABB computed during existing upload) |
Phase 1 is sufficient for models up to ~100k objects. Beyond that, the CPU-side
frustum test becomes a measurable fraction of the frame budget, motivating
phase 3.
### Phase 2: Spatial Tiling (optional, for large models)
For models exceeding ~10k objects, spatial tiling groups nearby objects into
tiles and culls at the tile level rather than per-object. This reduces the
number of frustum tests from N_objects to N_tiles (typically hundreds to low
thousands).
#### When tiling activates
Tiling is **optional and non-disruptive**. The system treats a non-tiled model
as the degenerate case of "one tile containing everything" — the rendering loop
always iterates tiles, so no separate code path is needed.
Tiling activates in one of three ways:
1. **Preprocessed cache exists**: If a `.ifcview` sidecar file is found next to
the `.ifc` file, the tile structure is loaded from it instantly. The model
uploads geometry in tile order.
2. **Automatic by size**: If the model has more than a configurable threshold of
objects (default 10k), a background task builds the spatial tree after
initial loading completes. Until it finishes, phase 1 culling handles
visibility.
3. **Explicit user action**: A "preprocess for performance" option builds the
spatial tree and saves the sidecar for future loads.
#### Spatial subdivision
The world-space bounding box of the entire model is subdivided using a
**loose octree**:
- The root node covers the scene AABB.
- Each node is split when it contains more than a threshold number of objects
(e.g. 256).
- Objects are assigned to the smallest node that fully contains their AABB.
- "Loose" bounds (inflated by 1.5x) reduce the number of objects that span
multiple nodes.
- Leaf nodes become tiles.
An octree adapts to non-uniform object density (common in buildings — lots of
detail in MEP risers, sparse in open atriums) better than a uniform grid.
#### EBO re-sorting
For tile-level culling to translate into contiguous index ranges, the EBO must
be sorted so that all indices for objects in the same tile are adjacent.
This happens via **deferred compaction**:
1. During initial load, geometry uploads in iterator order (fast first frame,
phase 1 culling active).
2. After loading completes, a background thread:
a. Builds the octree from the per-object AABBs (already computed in phase 1).
b. Determines the tile for each object.
c. Computes the new index order (sorted by tile, then by object within tile).
d. Builds a new EBO on the CPU.
3. The main thread uploads the new EBO in one `glNamedBufferSubData` call and
swaps in the tile metadata. One frame of stutter, bounded by EBO upload
time.
The per-tile metadata:
```cpp
struct TileInfo {
float aabb_min[3]; // tile bounding box (union of contained AABBs)
float aabb_max[3];
uint32_t index_offset; // into the re-sorted EBO
uint32_t index_count; // sum of all contained objects' indices
uint32_t object_count; // for stats / debugging
};
```
#### Preprocessed sidecar format
The `.ifcview` file stores:
- Octree structure (node hierarchy, split planes).
- Per-object tile assignment (object_id → tile_id mapping).
- Per-tile index order (so the EBO can be built in tile order directly during
upload, skipping the compaction pass entirely).
- File hash of the source `.ifc` (invalidation check).
This makes second-and-subsequent loads of the same model significantly faster:
the spatial tree doesn't need to be rebuilt, and geometry uploads in tile order
from the start.
#### Performance characteristics
| Metric | Value |
|--------|-------|
| Tile count (typical) | 5005,000 for a large building |
| Per-frame frustum tests | N_tiles instead of N_objects |
| 500k objects, ~2k tiles | ~0.01 ms frustum testing |
| Memory overhead | ~64 bytes/tile + 32 bytes/object (phase 1 metadata retained) |
| Background compaction | 15 seconds for 1M objects (single-threaded) |
| Sidecar file size | ~1050 KB (indices + tree, no geometry) |
#### Spatial coherence bonus
Beyond culling, tile-sorted EBOs improve GPU cache performance. When the GPU
rasterizes a tile's triangles, the vertices are contiguous in the VBO, so the
post-transform vertex cache hits more often. This can yield 1020% rasterization
speedup even when nothing is culled (e.g. zoomed out to see the whole model).
### Phase 3: GPU-Driven Indirect Draw
For models with 500k+ objects, even tile-level CPU culling is fast, but the
real bottleneck shifts to draw call submission. Phase 3 moves all per-frame
visibility decisions to the GPU via compute shaders and indirect draw commands.
#### How it works
Phase 3 is **approach 2 layered on top of approach 3**. It does not replace
tiling — it accelerates it.
1. **Upload phase** (once, at load time):
- Per-tile AABBs are uploaded to a GPU SSBO (`tile_aabbs`).
- One `DrawElementsIndirectCommand` per tile is written to an indirect draw
buffer:
```c
struct DrawElementsIndirectCommand {
uint count; // tile's total index count
uint instanceCount; // 1
uint firstIndex; // offset into EBO
uint baseVertex; // 0 (indices are global)
uint baseInstance; // tile_id (available in shader via gl_DrawID)
};
```
- A "template" copy of the indirect buffer is kept so the compute shader
can reset culled commands each frame without re-uploading from CPU.
2. **Cull phase** (every frame, on the GPU):
- The CPU uploads 6 frustum plane vec4s as a uniform or small UBO.
- A compute shader dispatches `ceil(N_tiles / 64)` workgroups:
```glsl
layout(local_size_x = 64) in;
void main() {
uint tile_id = gl_GlobalInvocationID.x;
if (tile_id >= tile_count) return;
// Copy from template (resets any previously zeroed commands)
commands[tile_id] = template_commands[tile_id];
// Frustum test
if (!aabb_vs_frustum(tile_aabbs[tile_id], frustum_planes)) {
commands[tile_id].count = 0; // culled: GPU skips zero-count draws
}
}
```
- A memory barrier ensures the indirect buffer is visible to the draw stage.
3. **Draw phase** (every frame):
- One call: `glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT,
nullptr, N_tiles, 0)`.
- The GPU reads the indirect buffer, skips tiles with `count == 0`, and
draws the rest. Zero CPU-side per-object or per-tile work.
#### What the CPU does per frame
1. Upload 6 vec4 frustum planes (96 bytes).
2. Dispatch one compute shader.
3. Issue one `glMultiDrawElementsIndirect`.
4. Swap buffers.
That's it. The CPU frame time is essentially constant regardless of model size.
#### Future extensions (enabled by this architecture)
Once the compute-based cull pass exists, it's straightforward to add:
- **Hierarchical-Z occlusion culling**: render a coarse depth buffer from the
previous frame, then test tile AABBs against it in the compute shader. Tiles
fully behind closer geometry get culled. This handles interior-heavy BIM
models well (most rooms are occluded from any given viewpoint).
- **Distance-based LOD**: the compute shader can select different index ranges
(coarse vs. fine tessellation) per tile based on distance to camera.
- **Contribution culling**: tiles whose screen-space projection is below a
pixel threshold get `count = 0`. Removes distant small objects.
#### Performance characteristics
| Metric | Value |
|--------|-------|
| CPU per-frame work | ~0.01 ms (constant, independent of model size) |
| GPU compute dispatch | ~0.02 ms for 2k tiles |
| Draw call overhead | 1 indirect multi-draw call |
| GPU memory overhead | ~48 bytes/tile (AABB SSBO) + 20 bytes/tile (indirect commands) × 2 (template + live) |
| Total for 2k tiles | ~176 KB GPU memory |
| Implementation complexity | High (compute shaders, SSBOs, memory barriers, indirect draw) |
#### When to use
Phase 3 is worthwhile when:
- The model has 500k+ objects (CPU frustum testing > 3 ms).
- Smooth 60 fps orbiting is required during interaction.
- The GPU has compute shader support (OpenGL 4.3+, which is guaranteed since
the viewer requires 4.5).
For models under 100k objects, phase 1 alone is sufficient. For 100k500k,
phase 2 (tiling) keeps CPU culling under 1 ms. Phase 3 is the final step that
makes the CPU frame time constant.
### Summary
```
Model size Active phases CPU cull cost Draw calls
───────────── ────────────── ────────────── ──────────
< 10k objects Phase 1 ~0.06 ms 1 multi-draw
10k100k Phase 1 ~0.6 ms 1 multi-draw
100k500k Phase 1 + 2 ~0.01 ms 1 multi-draw
500k1M+ Phase 1 + 2 + 3 ~0 (GPU) 1 indirect multi-draw
```
The load path:
```
open(model.ifc):
├─ sidecar exists?
│ ├─ yes: load tile tree from .ifcview
│ │ upload geometry in tile order
│ │ (skip background compaction)
│ └─ no: upload geometry in iterator order (fast first frame)
│ phase 1 culling active immediately
│ if object_count > threshold:
│ background: build octree, re-sort EBO, save .ifcview
│ on completion: swap in tile structure
└─ rendering:
├─ phase 3 available? → compute cull + indirect multi-draw
└─ else → CPU frustum test + glMultiDrawElements
```
## Roadmap
- [ ] Material color support (currently renders default grey per batch)
- [ ] Buffer growth (reallocate when 64 MB VBO fills up)
- [ ] `glMultiDrawElementsIndirect` for fewer draw calls
- [x] Material color support (per-vertex RGBA8)
- [x] Buffer growth (dynamic VBO/EBO resizing up to 4 GB)
- [x] Per-object frustum culling (phase 1)
- [ ] Spatial tiling with octree (phase 2)
- [ ] GPU-driven indirect draw (phase 3)
- [ ] Preprocessed `.ifcview` sidecar for fast re-loads
- [ ] Hierarchical-Z occlusion culling
- [ ] Distance-based LOD selection
- [ ] Vulkan/MoltenVK backend for macOS
- [ ] Spatial tree (BVH) for frustum culling
- [ ] LOD: coarse tessellation during streaming, refine in background
- [ ] Embedded Python scripting console
- [ ] CJK text input support (Qt6 handles this natively)