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Implement a benchmark algorithm Delaunay3D #39

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merged 1 commit into from Apr 18, 2024

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Chubercik
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@Chubercik Chubercik commented Oct 14, 2023

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If the PR mentioned above gets merged, completing this PR should be as easy as changing the insides of the benchmark_delaunay3D() function to:

Geometry3D.tetrahedralize_delaunay(scattered_points)

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Same concerns as #38 apply to this PR, although this one isn't in a functional until 3D Delaunay triangulation is expsed to scripting.

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Chubercik commented Oct 24, 2023

Committed an update that should be the final version. I haven't changed the number of points, because on my low-end laptop this benchmark takes ~4000ms when running on a dev build of godotengine/godot@bc78c83.

I assume on a rig with the CPU you mentioned this will take significantly less time.

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@Chubercik Can you change this PR's status from draft to ready for review?

@Chubercik Chubercik marked this pull request as ready for review October 31, 2023 11:09
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The reason why I left it hanging as a draft is because until (probably) Godot 4.3 comes out, code from this PR won't be able to run - there is no such function as Geometry3D.tetrahedralize_delaunay() in 4.1, upcoming 4.2 or even master, yet.

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Oh sorry, I overlooked that. But I think it's fine either way. Could you add a Depends on <link to PR> to your PR description?

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Sure thing, the PR description has been updated.

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Tested locally, it works as expected.

For reference, these are the scores on a debug editor build on an i9-13900K:

  • Delaunay 2D: 71 ms
  • Delaunay 3D: 482 ms

And on an optimized editor build:

  • Delaunay 2D: 71 ms
  • Delaunay 3D: 458 ms

@Calinou Calinou merged commit 7653e5c into godotengine:main Apr 18, 2024
@Chubercik Chubercik deleted the delaunay3D branch April 18, 2024 14:26
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3 participants