Files
IfcOpenShell/src
Dion Moult a34c36d22e ifcviewer: same-frame HiZ occlusion cull on GPU (step 3d)
Two-phase compute-cull dispatch when IFC_GPU_CULL=1:

  Phase 1  frustum + contribution + LOD, no HiZ  → survivors
  Depth    render survivors depth-only into half-viewport FBO
  Build    GPU compute max-reduce depth → R32F mip pyramid
  Phase 2  same cull + HiZ test                  → final survivors
  Color    render final survivors

The compact shader's new hizOccluded() projects 8 AABB corners to
screen space, picks the mip level where the covered rect fits in ≤2×2
texels, and rejects when the AABB's near-depth exceeds the pyramid's
max depth.

New GPU resources (per-window):
  hiz_gpu_fbo_ / hiz_gpu_depth_tex_  — depth-only FBO at half viewport
  hiz_gpu_pyramid_tex_                — R32F mipmapped pyramid
  hiz_gpu_copy_prog_                  — compute: depth → pyramid L0
  hiz_gpu_reduce_prog_                — compute: max-reduce L(n-1)→L(n)
  hiz_gpu_depth_prog_                 — vertex + trivial fragment

On a dense 18-model BIM dataset:
  survivors:  140k → 65k  (HiZ rejects ~50%)
  triangles:  22M  → 13M
  gpu_cull:   0.06ms → 22.5ms  (depth pre-pass CP overhead)

The depth pre-pass suffers the same empty-sub-draws CP overhead as the
color pass (690k commands, most with instanceCount=0).  Once MDI
compaction lands, both passes will be fast.  For now, net FPS is flat
(savings on color ≈ cost of depth pre-pass).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
..
2026-02-27 14:52:55 +05:00
2026-01-26 17:13:18 +05:00
2026-02-27 14:52:55 +05:00
2026-04-07 09:46:45 +02:00
2026-04-21 16:18:59 +02:00
2026-04-21 16:18:59 +02:00
2026-04-21 21:51:21 +02:00
2026-04-18 21:13:24 +02:00
2026-03-31 20:51:46 +02:00
2026-03-18 10:29:09 +05:30