forked from blender/blender
Lukas Stockner
c486da0238
The current code for computing tangents is not exactly fast. This has been a long-standing issue, and recently came up again with T97378. The main bottleneck is fetching the mesh data, since it's handled through a callback system and each vertex might have its data queried dozens of times. I've tried a lot of things to optimize `mikktspace.c`, but unfortunately most weren't that useful: - Vectorizing SVec3 gives a ~5% speedup, but I'm not sure if the additional ~70 lines of code are worth it - Keeping an internal copy of the data instead of re-querying all the time helps a lot (~50-60% time reduction), but requires a lot of extra memory (~100 byte per face) - Going C++ and replacing the internal quicksort with std::sort shows no difference - Restructuring the entire file to be a header-only library so that the callbacks can be inlined gives ~10% reduction, but is a major change and deviation from the original library In the end, two simple fixes that actually help remain: - Don't re-query the number of faces in each loop iteration - Don't bother looking for identical vertices if there's only one vertex with that hash With this, time for the test case in T97378 goes from 6.64sec to 4.92sec. It's something I guess. I feel like completely refactoring this library would not be a bad idea at some point, but for now it does the job... Differential Revision: https://developer.blender.org/D14675 |
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CMakeLists.txt | ||
mikktspace.c | ||
mikktspace.h | ||
README.md |
MikkTSpace
A common standard for tangent space used in baking tools to produce normal maps.
More information can be found at http://www.mikktspace.com/.