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ComputeNode: Fix usage (much more particles) #23944

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merged 4 commits into from
Apr 26, 2022
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sunag
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@sunag sunag commented Apr 25, 2022

Related issue: #23905

Description

The previous approach does not multiply the number of elements by workgroupSize, now we can compute huge arrays.
I updated webgpu_compute example and change the behavior of ComputeNode.

webgpu_compute now work with, 300.000 particles.

--
I created a small internal example computing vertices(position) above 16-bits and everything worked ok with ComputeNode.

three.js.examples.-.Google.Chrome.2022-04-25.18-42-51.mp4

This contribution is funded by Google via Igalia

@sunag sunag added this to the r140 milestone Apr 25, 2022
@mrdoob mrdoob merged commit 814b0b2 into mrdoob:dev Apr 26, 2022
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mrdoob commented Apr 26, 2022

Thanks!

Comment on lines +135 to +136
mesh.isInstancedMesh = true;
mesh.count = particleNum;
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Hmmm... Someday we'll have to figure out how to make a better abstraction for instancing...

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I think in something like this: #23835 (comment)

const instancedObj3d = new InstanceObject3D( mesh || sprite3d || skinnedMesh, instanceCount );
instancedObj3d.target; // mesh || sprite3d || skinnedMesh
instancedObj3d.count; // instanceCount 

scene.add( instancedObj3d  );

@sunag sunag deleted the dev-compute-fix branch April 26, 2022 02:49
abernier pushed a commit to abernier/three.js that referenced this pull request Sep 16, 2022
* ComputeNode: Fix usage

* cleanup

* cleanup

* fix const to let
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2 participants