Performance test and notes regarding multires #88381
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Reference: blender/blender#88381
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Daniel Bystedt and Dalai Felinto had a catch up meeting 11:th of May. During that meeting we talked a bit about sculpting. Dalai asked me to create this task and to add a test file and some more info which is detailed below.
Computer and Blender specs
System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89
Blender Version
version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash:
02948a2cab
Blend file
orc_head_5_subd_v001.blend
Switching symmetry on/off
Switching symmetry on/off is something a user does quite often in order to not make human faces (for example) look totally mirrored when sculpting. It’s a bit surprising that it is so slow when the vertex count is high.
@PabloDobarro explained via chat: The lag from turning on/off symmetry is because of a BVH rebuild. Symmetry is a property of meshes, so each time a property of the mesh changes, it considers it as a change in geometry and rebuilds the BVH again. It should be possible to do a more proper tagging of these changes to avoid this, which will fix this multires and any other future system we can make.
Subdivide performance
Subdividing when vertex count will be above 1-3 million is usually rather slow. The user only have to subdivide the model once when sculpting a model so it’s not a frequent thing that you do. If it could be made faster it would be a nice improvement though
Switching sculpt levels performance
Switching sculpt subdivision levels is something the user does quite often, so if it is fast it would be great. The performance is not terrible though.
Performance investigation starting point
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @PabloDobarro, @DanielBystedt, @dfelinto
Added subscriber: @SteffenD
Added subscriber: @easythrees
Added subscriber: @oldman_sam
Would also like to comment that their is little bit of a lag from the first time that a brush touches a multi-res mesh with over 1-3 million, performance is generally fine after the initial touch. Probably relates to the BVH rebuild like Pablo mentions? Something to look at when fixing the symmetry issue.
Added subscriber: @FrancoisRimasson
Added subscriber: @TheRedWaxPolice
Added subscriber: @JosephEagar
VTune profiling showed a major bottleneck in BKE_subdiv_ccg_update_normals, specifically the call to subdiv_ccg_average_all_boundaries_and_corners. There's even a comment from sergey.
Ok I've thrown together a patch fixing this here:
https://developer.blender.org/D11334
It adds a version of subdiv_ccg_average_all_boundaries_and_corners that operates on a subset of faces, as suggested in Sergey's comment.