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AgeCommit message (Collapse)Author
2022-10-10Cleanup: spelling in commentsCampbell Barton
2022-10-05Fix T101185: New Mikktspace crashes on meshes without valid trianglesLukas Stockner
The code already had a check for meshes with zero triangles, but it didn't catch the case where all triangles are flagged as degenerate. A simple way to reproduce this is to take a mesh and scale it to zero. After checking the code, it turns out that in this case it's supposed to just set all tangents to zero, so the fix simply is to detect this case and skip the computation.
2022-09-26Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
Use function style casts in C++ headers & source.
2022-09-17Mikktspace: Fix triangle reordering predicateLukas Stockner
This only affected meshes containing degenerate triangles.
2022-09-07Mikktspace: Optimized port to C++Lukas Stockner
This commit is a big overhaul to the Mikktspace module, which is used to compute tangents. I'm not calling it a rewrite since it's the result of a lot of iterations on the original code, but pretty much everything is reworked somehow. Overall goal was to a) make it faster and b) make it maintainable. Notable changes: - Since the callbacks for requesting geometry data were a big bottleneck before, I've ported it to C++ and made it header-only, templating on the data source. That way, the compiler generates code specific to the caller, which allows it to inline the data source and specialize for some cases (e.g. subd vs. non-subd in Cycles). - The one input parameter, an optional angle threshold, was not used anywhere. Turns out that removing it allows for considerable algorithmic simplification, removing a lot of the complexity in the later stages. Therefore, I've just removed the option in the new code. - The code computes several outputs, but only one (the tangent itself) is ever used in Blender. Therefore, I've removed the others to simplify the code. They could easily be brought back if needed, none of the algorithmic simplifications are conflicting with them. - The original code had fallback paths for many steps in case temporary memory allocation fails, but that never actually gets used anyways since malloc() doesn't really ever return NULL in practise, so I removed them. - In general, I've restructured A LOT of the code to make the algorithms clearer and make use of some C++ features (vectors, std::array, booleans, classes), though there's still some of cleanup that could be done. - Parallelized duplicate detection, neighbor detection, triangle tangent computation, degenerate triangle handling and tangent space accumulation. - Replaced several algorithms with faster equivalents: Duplicate detection uses a (concurrent) hash set now, neighbor detection uses Radixsort and splits vertices by index pairs etc. As for results, the exact speedup depends on the scene of course, but let's consider the file from T97378: - Blender 3.1 (before D14675): 6.07sec - Blender 3.2 (with D14675): 4.62sec - rBf0a36599007d (last nightly build): 4.42sec - With this commit: 0.90sec This speedup will mostly be noticed at the start of Cycles renders and, even more importantly, in Eevee when doing something that changes the geometry (e.g. animating) on a model using normal maps. Differential Revision: https://developer.blender.org/D15589