WIP: Mesh: Refactor vertex normals for determinism #105920
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Reference: blender/blender#105920
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Delete Branch "HooglyBoogly:mesh-normals-calc-changes"
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The current atomic additions in vertex normal calculation introduce
non-determinism because the order used when accumulating face
normals changes, influencing the results.
This causes bugs like #100250, where algorithms sensitive to small
changes in the values can have different results, causing renders
to be non-reproducible.
This PR fixes that by use a vertex to face topology map to
calculate each vertex's normals without atomics. When the
topology map is already available, this can be faster too, but
the topology map is expensive to create relative to the normal
calculation.
Goals:
SharedCache
, allowed by splitting face and vertex normal calculationTODO:
WIP: Mesh: Refactor mesh normals for determinism and cachingto WIP: Mesh: Refactor vertex normals for determinism and caching533a4b1f1c
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The first timing information:
On one hand this is bad news, since the topology map creation has to be much faster to give the same performance as before. On the other hand, just computing the vertex normals if the topology hasn't changed only takes 28ms, so if the topology hasn't changed, this can be faster than before by about 18%. That's nice for use cases like animation (at least when there's no subsurf).
Though! The performance of the shared cache version (without the use of topology caches, just with split vert and poly normal calculation) is about the same as in
main
. So it would probably be nice to commit that first, and then consider determinism and topology caches next.11f7af424d
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WIP: Mesh: Refactor vertex normals for determinism and cachingto WIP: Mesh: Refactor vertex normals for determinismSuperseded by #111718
Pull request closed