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authorHans Goudey <h.goudey@me.com>2022-09-09 16:13:37 +0300
committerHans Goudey <h.goudey@me.com>2022-09-09 16:29:46 +0300
commit12c235a1c515d41a18c497d6647253698579c01d (patch)
tree0d946f20e30d5971c7f835a288d8111b063e5b1e /source/blender/io
parentcef1b9c30f9ac96143d31f81d23db60dcf526f5a (diff)
Subdiv: Avoid quadratic runtime for loose edges
Currently, when subdividing every single vertex on every loose edge, Blender iterates over all other edges to find neighbors. This has quadratic runtime and can be very slow. Instead, first create a map of edges connected to each vertex. With about 10000 edges, the performance goes from very slow to very smooth in my tests. Because of the nature of quadratic runtime, the improvement will depend massively on the number of elements. The only downside to this is that the map will still be built when there are only a couple loose edges, but that case is probably not so common. Differential Revision: https://developer.blender.org/D15923
Diffstat (limited to 'source/blender/io')
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