Workbench: Performance Shadows #54931

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opened 2018-05-03 10:14:44 +02:00 by Jeroen Bakker · 7 comments
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Optimize the performance of the sharp shadows implementation

  • use transform feedback for caching; store shadows in worldspace
Optimize the performance of the sharp shadows implementation - use transform feedback for caching; store shadows in worldspace
Jeroen Bakker self-assigned this 2018-05-03 10:14:44 +02:00
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Jeroen Bakker removed their assignment 2018-05-17 14:45:26 +02:00
Clément Foucault was assigned by Jeroen Bakker 2018-05-17 14:45:26 +02:00

Ok so just to be up to date:

  • The major bottleneck on most system is the overdraw.
  • Geometry shader is a bottleneck but not that much. So not caching anything for now.
  • We reduced the overdraw by extruding only relevant geometry.
  • We made the algorithm more robust by adding depth fail method.
  • The only remaining problem is visible if you have shadow casting non-manifold geometry and the camera is in shadow.

There maybe a solution to the last problem but I need to implement it first.

Ok so just to be up to date: - The major bottleneck on most system is the overdraw. - Geometry shader is a bottleneck but not that much. So not caching anything for now. - We reduced the overdraw by extruding only relevant geometry. - We made the algorithm more robust by adding depth fail method. - The only remaining problem is visible if you have shadow casting non-manifold geometry and the camera is in shadow. There maybe a solution to the last problem but I need to implement it first.

Ok so the last problem has been adressed.
So hopefully we have working shadows in all cases and it's not as heavy as it was.
If there is remaining problem it's a bug in the implementation and need to be reported.

Here is a list of some (all?) my commits on this subject.
aefc793a81
60ddea7758
975eac0b07
0c9974c8cd
e47e60a9b9
101c277e3d

Ok so the last problem has been adressed. So hopefully we have working shadows in all cases and it's not as heavy as it was. If there is remaining problem it's a bug in the implementation and need to be reported. Here is a list of some (all?) my commits on this subject. aefc793a81 60ddea7758 975eac0b07 0c9974c8cd e47e60a9b9 101c277e3d

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#54931
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