Design: Animation Caching #73481
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opened 2020-01-29 09:32:59 +01:00 by Jeroen Bakker
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Status:
Initial, not validated
Glossary
Overview
User Stories
Alternatives
The next are workflow related alternatives. Technical alternatives will be described in the Engineering Plan.
Alternative 1: Cache Final Geometry Only
This option will cache the result of the
DependencyGraph
of any Character.Benefits
Cons
Alternative 2: Use Mesh Sequence Cache Modifier
Blender has a Mesh Sequence Cache Modifier that currently only loads from an alembic cache. We could use this modifier (or a new one). The modifier is then used for reading and writing (animation) caches.
When a cache is valid only the Mesh Sequence Cache modifier and the modifiers below in the modifier stack are being updated. When updating the cache all the modifiers above the Mesh Sequence Cache are executed and the result will then be stored. The idea behind this is that the animation speed could be fine-tuned for memory usage or playback speed by moving the Mesh Sequence Cache modifier to another location in the modifier stack.
Benefits
Cons
** Limitation could be reduced by Library Overrides.
Alternative 3: Use a Virtual Modifier
To reduce the limitation of Alternative 2: Use Mesh Sequence Cache Modifier we could have a configuration per shot animation file. Inside the configuration an object can be added (armature, mesh, etc) with a setting where the a virtual cache modifier will be added to the modifier list. This cache modifier will not be visible to the user.
Possible options where the virtual modifier could be added could be, this could be set per character:
Note that this list isn't complete and can be completed later on. We could also use 'After Last Deformer Modifier'
Mockup Scene Animation Cache Panel

Mockup Object Animation Cache Panel

This could be setup during animation preparation phase of a shot, but even during animation the animator can change it depending on the character and shot complexity. There is also possibilities to do put this setting in more generic (Simplify, Scene setting), or to be semi-automatically selected by the caching system based on the active selection and other settings.
Benefits
** During blocking the already blocked characters could be cached, but the currently being blocked character could not be cached as (frame range of could give undesired results)
Cons
Comparison
Detailed description
Open Questions
disable animation cache
in the load file operatorOpen Tasks
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @Jeroen-Bakker, @AditiaA.Pratama, @Scaredyfish, @JorgeBernalMartinez, @LucianoMunoz, @RedMser, @StanislavOvcharov, @Sergey, @Hjalti, @Mets, @brecht, @MarcelLegindi, @sozap, @item412, @dgsantana, @WilliamReynish, @Phigon, @dfelinto
[WIP] Design: Animation Cachingto Design: Animation CachingThis seems good, although as you point out, the less users have to worry about setting it up, the better. If this requires users to do lots of extra work, they are much less likely to use it, and won’t benefit from the faster playback.
Preferably this would happen similar to how modern NLEs work when they render clips in the background, without users having to really do anything at all. The result is smooth playback.
I would hope we can make this system equally smart so it just knows to cache things when needed, and perform the caching in the background without interrupting the user.
I totally agree with @LucianoMunoz in https://developer.blender.org/T68908
and especially:
Everything visible should be cached into RAM, not geometry only, whole scene. Without modifiers and without writing to disk
Added subscriber: @SamGreen
I think "Alternative 1" is the right solution. Modifiers only handle the mesh case and while it's the most important one, we can have something more generic and automatic.
We can cache entire datablocks at the dependency graph level, and then for memory usage look at how we can keep that as low as possible. The basic thing is that unchanged datablocks that have not been reevaluated by the dependency graph should be shared of course.
In typical scene setups for animators, I think the main memory usage would be meshes and hair. Strategies to reduce memory usage are:
These are all about improving animation playback itself too, anything that we can avoid re-evaluating on the CPU we don't need to cache for every frame either. In a more general mechanism, you can imagine a per-datablock diffing function that can compare the datablock at a reference frame and the cached frame, and implement that for datablocks where we think we can gain significant memory.
Disk caching I would not consider important for an initial implementation.
The dependency graph already manages ownership of evaluated datablocks, and adding caching + restoring to that seems doable to me. We may need some special handling for GPU buffers, ideally a fast update path if we know only coordinates have changed. But again this is something we'd like anyway to improve playback performance itself.
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