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reduce building complexity and split into parts #30

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kfarr opened this issue Apr 28, 2020 · 6 comments
Closed

reduce building complexity and split into parts #30

kfarr opened this issue Apr 28, 2020 · 6 comments

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@kfarr
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kfarr commented Apr 28, 2020

  • reduce complexity of buildings (reduce the size and number of parts and buildings)
  • reduce draw calls by merging geometries in blender
  • create named parts for each building that can be referenced in A-Frame to construct larger blocks
  • use some sort of optimization or compression scheme such as draco or meshopt / gltfpack
@kfarr kfarr added this to the VR immersion and comfort milestone Apr 28, 2020
@kfarr
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kfarr commented Apr 28, 2020

kfarr added a commit that referenced this issue Apr 28, 2020
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kfarr commented Apr 29, 2020

That method worked to fix building scale. Appears to be 1 draw call per part (per building)? Test to be sure. The to implement cloning of buildings along road.

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kfarr commented Jun 9, 2020

Done with a40af12 however needs documentation and before/after stats comparison. Also writeup tickets for next steps (more building types, instancing?)

@kfarr
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kfarr commented Jun 11, 2020

Stats to compare before and after for performance
test city? http://localhost:8080/#https://streetmix.net/kfarr/44

// OLD combined model
Geometries - 999, Programs - 13, Textures - 299
Calls - 1575, Triangles - 444960
60fps
// UPDATED with 'psuedorandom' buildings from gltf-part
geometries 813, programs 13, textures 296
calls 885, triangles 452582
60fps

It cut draw calls in half and about same number of triangles, so keep this change!

@kfarr
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kfarr commented Jun 14, 2020

I tried with gltfpack and the -kn option but resultant gtlf part didn't display but it does display in gltf viewer, more debugging needed zeux/meshoptimizer#151

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kfarr commented Jun 18, 2020

Sticking with draco for now, this is done

@kfarr kfarr closed this as completed Jun 18, 2020
botsulazade pushed a commit to botsulazade/3dstreet that referenced this issue Oct 14, 2022
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