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Faster view frustum culling (bevyengine#4181)
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# Objective

- Reduce time spent in the `check_visibility` system

## Solution

- Use `Vec3A` for all bounding volume types to leverage SIMD optimisations and to avoid repeated runtime conversions from `Vec3` to `Vec3A`
- Inline all bounding volume intersection methods
- Add on-the-fly calculated `Aabb` -> `Sphere` and do `Sphere`-`Frustum` intersection tests before `Aabb`-`Frustum` tests. This is faster for `many_cubes` but could be slower in other cases where the sphere test gives a false-positive that the `Aabb` test discards. Also, I tested precalculating the `Sphere`s and inserting them alongside the `Aabb` but this was slower. 
- Do not test meshes against the far plane. Apparently games don't do this anymore with infinite projections, and it's one fewer plane to test against. I made it optional and still do the test for culling lights but that is up for discussion.
- These collectively reduce `check_visibility` execution time in `many_cubes -- sphere` from 2.76ms to 1.48ms and increase frame rate from ~42fps to ~44fps
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superdump committed Mar 19, 2022
1 parent e7a9420 commit ac8bbaf
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Showing 3 changed files with 76 additions and 51 deletions.
24 changes: 12 additions & 12 deletions crates/bevy_pbr/src/light.rs
Expand Up @@ -2,7 +2,7 @@ use std::collections::HashSet;

use bevy_asset::Assets;
use bevy_ecs::prelude::*;
use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_math::{Mat4, UVec2, UVec3, Vec2, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles};
use bevy_reflect::Reflect;
use bevy_render::{
camera::{Camera, CameraProjection, OrthographicProjection},
Expand Down Expand Up @@ -640,8 +640,8 @@ fn cluster_space_light_aabb(
light_sphere: &Sphere,
) -> (Vec3, Vec3) {
let light_aabb_view = Aabb {
center: (inverse_view_transform * light_sphere.center.extend(1.0)).xyz(),
half_extents: Vec3::splat(light_sphere.radius),
center: Vec3A::from(inverse_view_transform * light_sphere.center.extend(1.0)),
half_extents: Vec3A::splat(light_sphere.radius),
};
let (mut light_aabb_view_min, mut light_aabb_view_max) =
(light_aabb_view.min(), light_aabb_view.max());
Expand Down Expand Up @@ -798,13 +798,13 @@ pub(crate) fn assign_lights_to_clusters(
false
} else {
let light_sphere = Sphere {
center: light.translation,
center: Vec3A::from(light.translation),
radius: light.range,
};

let light_in_view = frusta
.iter()
.any(|frustum| frustum.intersects_sphere(&light_sphere));
.any(|frustum| frustum.intersects_sphere(&light_sphere, true));

if light_in_view {
lights_in_view_count += 1;
Expand Down Expand Up @@ -875,12 +875,12 @@ pub(crate) fn assign_lights_to_clusters(
let mut cluster_index_estimate = 0.0;
for light in lights.iter() {
let light_sphere = Sphere {
center: light.translation,
center: Vec3A::from(light.translation),
radius: light.range,
};

// Check if the light is within the view frustum
if !frustum.intersects_sphere(&light_sphere) {
if !frustum.intersects_sphere(&light_sphere, true) {
continue;
}

Expand Down Expand Up @@ -965,12 +965,12 @@ pub(crate) fn assign_lights_to_clusters(

for light in lights.iter() {
let light_sphere = Sphere {
center: light.translation,
center: Vec3A::from(light.translation),
radius: light.range,
};

// Check if the light is within the view frustum
if !frustum.intersects_sphere(&light_sphere) {
if !frustum.intersects_sphere(&light_sphere, true) {
continue;
}

Expand Down Expand Up @@ -1174,7 +1174,7 @@ pub fn check_light_mesh_visibility(

// If we have an aabb and transform, do frustum culling
if let (Some(aabb), Some(transform)) = (maybe_aabb, maybe_transform) {
if !frustum.intersects_obb(aabb, &transform.compute_matrix()) {
if !frustum.intersects_obb(aabb, &transform.compute_matrix(), true) {
continue;
}
}
Expand Down Expand Up @@ -1209,7 +1209,7 @@ pub fn check_light_mesh_visibility(

let view_mask = maybe_view_mask.copied().unwrap_or_default();
let light_sphere = Sphere {
center: transform.translation,
center: Vec3A::from(transform.translation),
radius: point_light.range,
};

Expand Down Expand Up @@ -1242,7 +1242,7 @@ pub fn check_light_mesh_visibility(
.iter()
.zip(cubemap_visible_entities.iter_mut())
{
if frustum.intersects_obb(aabb, &model_to_world) {
if frustum.intersects_obb(aabb, &model_to_world, true) {
computed_visibility.is_visible = true;
visible_entities.entities.push(entity);
}
Expand Down
86 changes: 50 additions & 36 deletions crates/bevy_render/src/primitives/mod.rs
Expand Up @@ -6,12 +6,15 @@ use bevy_reflect::Reflect;
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component)]
pub struct Aabb {
pub center: Vec3,
pub half_extents: Vec3,
pub center: Vec3A,
pub half_extents: Vec3A,
}

impl Aabb {
#[inline]
pub fn from_min_max(minimum: Vec3, maximum: Vec3) -> Self {
let minimum = Vec3A::from(minimum);
let maximum = Vec3A::from(maximum);
let center = 0.5 * (maximum + minimum);
let half_extents = 0.5 * (maximum - minimum);
Self {
Expand All @@ -21,9 +24,10 @@ impl Aabb {
}

/// Calculate the relative radius of the AABB with respect to a plane
#[inline]
pub fn relative_radius(&self, p_normal: &Vec3A, axes: &[Vec3A]) -> f32 {
// NOTE: dot products on Vec3A use SIMD and even with the overhead of conversion are net faster than Vec3
let half_extents = Vec3A::from(self.half_extents);
let half_extents = self.half_extents;
Vec3A::new(
p_normal.dot(axes[0]),
p_normal.dot(axes[1]),
Expand All @@ -33,39 +37,43 @@ impl Aabb {
.dot(half_extents)
}

pub fn min(&self) -> Vec3 {
#[inline]
pub fn min(&self) -> Vec3A {
self.center - self.half_extents
}

pub fn max(&self) -> Vec3 {
#[inline]
pub fn max(&self) -> Vec3A {
self.center + self.half_extents
}
}

impl From<Sphere> for Aabb {
#[inline]
fn from(sphere: Sphere) -> Self {
Self {
center: sphere.center,
half_extents: Vec3::splat(sphere.radius),
half_extents: Vec3A::splat(sphere.radius),
}
}
}

#[derive(Debug, Default)]
pub struct Sphere {
pub center: Vec3,
pub center: Vec3A,
pub radius: f32,
}

impl Sphere {
#[inline]
pub fn intersects_obb(&self, aabb: &Aabb, local_to_world: &Mat4) -> bool {
let aabb_center_world = *local_to_world * aabb.center.extend(1.0);
let axes = [
Vec3A::from(local_to_world.x_axis),
Vec3A::from(local_to_world.y_axis),
Vec3A::from(local_to_world.z_axis),
];
let v = Vec3A::from(aabb_center_world) - Vec3A::from(self.center);
let v = Vec3A::from(aabb_center_world) - self.center;
let d = v.length();
let relative_radius = aabb.relative_radius(&(v / d), &axes);
d < self.radius + relative_radius
Expand Down Expand Up @@ -96,8 +104,8 @@ impl Plane {

/// `Plane` unit normal
#[inline]
pub fn normal(&self) -> Vec3 {
self.normal_d.xyz()
pub fn normal(&self) -> Vec3A {
Vec3A::from(self.normal_d)
}

/// Signed distance from the origin along the unit normal such that n.p + d = 0 for point p in
Expand Down Expand Up @@ -127,6 +135,7 @@ impl Frustum {
// projection matrix is from Foundations of Game Engine Development 2
// Rendering by Lengyel. Slight modification has been made for when
// the far plane is infinite but we still want to cull to a far plane.
#[inline]
pub fn from_view_projection(
view_projection: &Mat4,
view_translation: &Vec3,
Expand All @@ -148,24 +157,29 @@ impl Frustum {
Self { planes }
}

pub fn intersects_sphere(&self, sphere: &Sphere) -> bool {
for plane in &self.planes {
if plane.normal_d().dot(sphere.center.extend(1.0)) + sphere.radius <= 0.0 {
#[inline]
pub fn intersects_sphere(&self, sphere: &Sphere, intersect_far: bool) -> bool {
let sphere_center = sphere.center.extend(1.0);
let max = if intersect_far { 6 } else { 5 };
for plane in &self.planes[..max] {
if plane.normal_d().dot(sphere_center) + sphere.radius <= 0.0 {
return false;
}
}
true
}

pub fn intersects_obb(&self, aabb: &Aabb, model_to_world: &Mat4) -> bool {
let aabb_center_world = *model_to_world * aabb.center.extend(1.0);
#[inline]
pub fn intersects_obb(&self, aabb: &Aabb, model_to_world: &Mat4, intersect_far: bool) -> bool {
let aabb_center_world = model_to_world.transform_point3a(aabb.center).extend(1.0);
let axes = [
Vec3A::from(model_to_world.x_axis),
Vec3A::from(model_to_world.y_axis),
Vec3A::from(model_to_world.z_axis),
];

for plane in &self.planes {
let max = if intersect_far { 6 } else { 5 };
for plane in &self.planes[..max] {
let p_normal = Vec3A::from(plane.normal_d());
let relative_radius = aabb.relative_radius(&p_normal, &axes);
if plane.normal_d().dot(aabb_center_world) + relative_radius <= 0.0 {
Expand Down Expand Up @@ -215,21 +229,21 @@ mod tests {
// Sphere outside frustum
let frustum = big_frustum();
let sphere = Sphere {
center: Vec3::new(0.9167, 0.0000, 0.0000),
center: Vec3A::new(0.9167, 0.0000, 0.0000),
radius: 0.7500,
};
assert!(!frustum.intersects_sphere(&sphere));
assert!(!frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_big_frustum_intersect() {
// Sphere intersects frustum boundary
let frustum = big_frustum();
let sphere = Sphere {
center: Vec3::new(7.9288, 0.0000, 2.9728),
center: Vec3A::new(7.9288, 0.0000, 2.9728),
radius: 2.0000,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}

// A frustum
Expand All @@ -251,65 +265,65 @@ mod tests {
// Sphere surrounds frustum
let frustum = frustum();
let sphere = Sphere {
center: Vec3::new(0.0000, 0.0000, 0.0000),
center: Vec3A::new(0.0000, 0.0000, 0.0000),
radius: 3.0000,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_frustum_contained() {
// Sphere is contained in frustum
let frustum = frustum();
let sphere = Sphere {
center: Vec3::new(0.0000, 0.0000, 0.0000),
center: Vec3A::new(0.0000, 0.0000, 0.0000),
radius: 0.7000,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_frustum_intersects_plane() {
// Sphere intersects a plane
let frustum = frustum();
let sphere = Sphere {
center: Vec3::new(0.0000, 0.0000, 0.9695),
center: Vec3A::new(0.0000, 0.0000, 0.9695),
radius: 0.7000,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_frustum_intersects_2_planes() {
// Sphere intersects 2 planes
let frustum = frustum();
let sphere = Sphere {
center: Vec3::new(1.2037, 0.0000, 0.9695),
center: Vec3A::new(1.2037, 0.0000, 0.9695),
radius: 0.7000,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_frustum_intersects_3_planes() {
// Sphere intersects 3 planes
let frustum = frustum();
let sphere = Sphere {
center: Vec3::new(1.2037, -1.0988, 0.9695),
center: Vec3A::new(1.2037, -1.0988, 0.9695),
radius: 0.7000,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_frustum_dodges_1_plane() {
// Sphere avoids intersecting the frustum by 1 plane
let frustum = frustum();
let sphere = Sphere {
center: Vec3::new(-1.7020, 0.0000, 0.0000),
center: Vec3A::new(-1.7020, 0.0000, 0.0000),
radius: 0.7000,
};
assert!(!frustum.intersects_sphere(&sphere));
assert!(!frustum.intersects_sphere(&sphere, true));
}

// A long frustum.
Expand All @@ -331,20 +345,20 @@ mod tests {
// Sphere outside frustum
let frustum = long_frustum();
let sphere = Sphere {
center: Vec3::new(-4.4889, 46.9021, 0.0000),
center: Vec3A::new(-4.4889, 46.9021, 0.0000),
radius: 0.7500,
};
assert!(!frustum.intersects_sphere(&sphere));
assert!(!frustum.intersects_sphere(&sphere, true));
}

#[test]
fn intersects_sphere_long_frustum_intersect() {
// Sphere intersects frustum boundary
let frustum = long_frustum();
let sphere = Sphere {
center: Vec3::new(-4.9957, 0.0000, -0.7396),
center: Vec3A::new(-4.9957, 0.0000, -0.7396),
radius: 4.4094,
};
assert!(frustum.intersects_sphere(&sphere));
assert!(frustum.intersects_sphere(&sphere, true));
}
}
17 changes: 14 additions & 3 deletions crates/bevy_render/src/view/visibility/mod.rs
@@ -1,5 +1,6 @@
mod render_layers;

use bevy_math::Vec3A;
pub use render_layers::*;

use bevy_app::{CoreStage, Plugin};
Expand All @@ -12,7 +13,7 @@ use bevy_transform::TransformSystem;
use crate::{
camera::{Camera, CameraProjection, OrthographicProjection, PerspectiveProjection},
mesh::Mesh,
primitives::{Aabb, Frustum},
primitives::{Aabb, Frustum, Sphere},
};

/// User indication of whether an entity is visible
Expand Down Expand Up @@ -181,10 +182,20 @@ pub fn check_visibility(
}

// If we have an aabb and transform, do frustum culling
if let (Some(aabb), None, Some(transform)) =
if let (Some(model_aabb), None, Some(transform)) =
(maybe_aabb, maybe_no_frustum_culling, maybe_transform)
{
if !frustum.intersects_obb(aabb, &transform.compute_matrix()) {
let model = transform.compute_matrix();
let model_sphere = Sphere {
center: model.transform_point3a(model_aabb.center),
radius: (Vec3A::from(transform.scale) * model_aabb.half_extents).length(),
};
// Do quick sphere-based frustum culling
if !frustum.intersects_sphere(&model_sphere, false) {
continue;
}
// If we have an aabb, do aabb-based frustum culling
if !frustum.intersects_obb(model_aabb, &model, false) {
continue;
}
}
Expand Down

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