Instancing Performance Improvements #92963

Open
opened 2021-11-09 17:11:05 +01:00 by Jacques Lucke · 6 comments
Member

Performance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.

  • Use a vector or similar data structure instead of an linked list for storing an objects instances.
  • Don't recompute an object's instance list on every redraw.
  • Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).
  • Remove the nested instance limit, avoiding the need to realize instances in some cases
  • Support passing many instances of the same to the render engine at once to reduce per-instance overhead.
Performance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements. - [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances. - [ ] Don't recompute an object's instance list on every redraw. - [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968). - [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases - [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead.

#97398 was marked as duplicate of this issue

#97398 was marked as duplicate of this issue

#92862 was marked as duplicate of this issue

#92862 was marked as duplicate of this issue

#93645 was marked as duplicate of this issue

#93645 was marked as duplicate of this issue

#92859 was marked as duplicate of this issue

#92859 was marked as duplicate of this issue
Hans Goudey changed title from Instancing Improvements to Instancing Performance Improvements 2021-11-23 17:34:40 +01:00

For example, instancing a pine forest:

Pine needles instanced on a branch, branch instanced on another branch, x4 - 6 times, final branch instanced on the tree trunk. Then the whole tree is instanced on a terrain with randomized scale and rotation. Currently, performance and memory is magnitudes better if a twig is a realized object (so the needles and 2-4 levels of branching) before instancing on the main branches.

For example, instancing a pine forest: Pine needles instanced on a branch, branch instanced on another branch, x4 - 6 times, final branch instanced on the tree trunk. Then the whole tree is instanced on a terrain with randomized scale and rotation. Currently, performance and memory is magnitudes better if a twig is a realized object (so the needles and 2-4 levels of branching) before instancing on the main branches.

This issue was referenced by e8f4010611

This issue was referenced by e8f4010611e76e0b88cd8a706b630ad843c09941
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#92963
No description provided.