Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorHans Goudey <h.goudey@me.com>2021-12-30 03:39:08 +0300
committerHans Goudey <h.goudey@me.com>2021-12-30 03:39:41 +0300
commit6d7dbdbb44f37968221d64aec44c67b85a76c534 (patch)
treec98b14980e0a91ae371d3308f84a3c07945f0967 /source/blender/blenkernel
parent9d3264b4fd04ee4a6b52e0f97de3fcd3a81c1a86 (diff)
Point Cloud: Optimize bounding box calculation
This is analagous to 6a71b2af66cf10556b21 which did the same thing for mesh data. Two differences are that here the coordinates are simply `float3`, and we account for the radius if it's available. Here I observed a similar performance increase, from 50ms average to 10ms average, with 16 million points, a 5x speedup. The calculation is about 1.4 times faster when no radius is used, down to 7.3ms average. Before, the calculation was only 1.2 times faster.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/pointcloud.cc72
1 files changed, 60 insertions, 12 deletions
diff --git a/source/blender/blenkernel/intern/pointcloud.cc b/source/blender/blenkernel/intern/pointcloud.cc
index 35043edb3a3..a041e04bf71 100644
--- a/source/blender/blenkernel/intern/pointcloud.cc
+++ b/source/blender/blenkernel/intern/pointcloud.cc
@@ -25,10 +25,13 @@
#include "DNA_object_types.h"
#include "DNA_pointcloud_types.h"
+#include "BLI_float3.hh"
+#include "BLI_index_range.hh"
#include "BLI_listbase.h"
-#include "BLI_math.h"
#include "BLI_rand.h"
+#include "BLI_span.hh"
#include "BLI_string.h"
+#include "BLI_task.hh"
#include "BLI_utildefines.h"
#include "BKE_anim_data.h"
@@ -51,6 +54,10 @@
#include "BLO_read_write.h"
+using blender::float3;
+using blender::IndexRange;
+using blender::Span;
+
/* PointCloud datablock */
static void pointcloud_random(PointCloud *pointcloud);
@@ -261,22 +268,63 @@ PointCloud *BKE_pointcloud_new_nomain(const int totpoint)
return pointcloud;
}
-bool BKE_pointcloud_minmax(const struct PointCloud *pointcloud, float r_min[3], float r_max[3])
+struct MinMaxResult {
+ float3 min;
+ float3 max;
+};
+
+static MinMaxResult min_max_no_radii(Span<float3> positions)
+{
+ return blender::threading::parallel_reduce(
+ positions.index_range(),
+ 1024,
+ MinMaxResult{float3(FLT_MAX), float3(-FLT_MAX)},
+ [&](IndexRange range, const MinMaxResult &init) {
+ MinMaxResult result = init;
+ for (const int i : range) {
+ float3::min_max(positions[i], result.min, result.max);
+ }
+ return result;
+ },
+ [](const MinMaxResult &a, const MinMaxResult &b) {
+ return MinMaxResult{float3::min(a.min, b.min), float3::max(a.max, b.max)};
+ });
+}
+
+static MinMaxResult min_max_with_radii(Span<float3> positions, Span<float> radii)
+{
+ return blender::threading::parallel_reduce(
+ positions.index_range(),
+ 1024,
+ MinMaxResult{float3(FLT_MAX), float3(-FLT_MAX)},
+ [&](IndexRange range, const MinMaxResult &init) {
+ MinMaxResult result = init;
+ for (const int i : range) {
+ result.min = float3::min(positions[i] - radii[i], result.min);
+ result.max = float3::max(positions[i] + radii[i], result.max);
+ }
+ return result;
+ },
+ [](const MinMaxResult &a, const MinMaxResult &b) {
+ return MinMaxResult{float3::min(a.min, b.min), float3::max(a.max, b.max)};
+ });
+}
+
+bool BKE_pointcloud_minmax(const PointCloud *pointcloud, float r_min[3], float r_max[3])
{
if (!pointcloud->totpoint) {
return false;
}
- float(*pointcloud_co)[3] = pointcloud->co;
- float *pointcloud_radius = pointcloud->radius;
- for (int a = 0; a < pointcloud->totpoint; a++) {
- float *co = pointcloud_co[a];
- float radius = (pointcloud_radius) ? pointcloud_radius[a] : 0.0f;
- const float co_min[3] = {co[0] - radius, co[1] - radius, co[2] - radius};
- const float co_max[3] = {co[0] + radius, co[1] + radius, co[2] + radius};
- DO_MIN(co_min, r_min);
- DO_MAX(co_max, r_max);
- }
+ Span<float3> positions{reinterpret_cast<float3 *>(pointcloud->co), pointcloud->totpoint};
+ const MinMaxResult min_max = (pointcloud->radius) ?
+ min_max_with_radii(positions,
+ {pointcloud->radius, pointcloud->totpoint}) :
+ min_max_no_radii(positions);
+
+ copy_v3_v3(r_min, float3::min(min_max.min, r_min));
+ copy_v3_v3(r_max, float3::max(min_max.max, r_max));
+
return true;
}