Add Sign Distant Field (SDF) generation for models

This commit is contained in:
Wojciech Figat
2022-03-18 14:35:11 +01:00
parent c85ee9ff52
commit 10d09711d9
5 changed files with 259 additions and 8 deletions

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@@ -360,6 +360,7 @@
<s:Boolean x:Key="/Default/UserDictionary/Words/=Upgrader/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=upgraders/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Visject/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=voxel/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=voxels/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=vsync/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=vtable/@EntryIndexedValue">True</s:Boolean>

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@@ -2,18 +2,27 @@
#include "Model.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Int3.h"
#include "Engine/Core/RandomStream.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Content/WeakAssetReference.h"
#include "Engine/Content/Upgraders/ModelAssetUpgrader.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Core/Math/Int2.h"
#include "Engine/Debug/DebugDraw.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Models/ModelInstanceEntry.h"
#include "Engine/Streaming/StreamingGroup.h"
#include "Engine/Debug/Exceptions/ArgumentOutOfRangeException.h"
#include "Engine/Graphics/Async/GPUTask.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Threading/JobSystem.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Tools/ModelTool/MeshAccelerationStructure.h"
#if GPU_ENABLE_ASYNC_RESOURCES_CREATION
#include "Engine/Threading/ThreadPoolTask.h"
#define STREAM_TASK_BASE ThreadPoolTask
@@ -37,13 +46,11 @@ REGISTER_BINARY_ASSET_ABSTRACT(ModelBase, "FlaxEngine.ModelBase");
class StreamModelLODTask : public STREAM_TASK_BASE
{
private:
WeakAssetReference<Model> _asset;
int32 _lodIndex;
FlaxStorage::LockData _dataLock;
public:
/// <summary>
/// Init
/// </summary>
@@ -57,7 +64,6 @@ public:
}
public:
// [ThreadPoolTask]
bool HasReference(Object* resource) const override
{
@@ -65,7 +71,6 @@ public:
}
protected:
// [ThreadPoolTask]
bool Run() override
{
@@ -229,7 +234,7 @@ void Model::Draw(const RenderContext& renderContext, const Mesh::DrawInfo& info)
info.DrawState->PrevLOD = lodIndex;
}
}
// Check if there was a gap between frames in drawing this model instance
// Check if there was a gap between frames in drawing this model instance
else if (modelFrame < frame || info.DrawState->PrevLOD == -1)
{
// Reset state
@@ -560,6 +565,192 @@ bool Model::Save(bool withMeshDataFromGpu, const StringView& path)
#endif
bool Model::GenerateSDF(float resolutionScale, int32 lodIndex)
{
if (!HasAnyLODInitialized())
return true;
PROFILE_CPU();
auto startTime = Platform::GetTimeSeconds();
ScopeLock lock(Locker);
// Setup SDF texture properties
lodIndex = Math::Clamp(lodIndex, HighestResidentLODIndex(), LODs.Count() - 1);
auto& lod = LODs[lodIndex];
BoundingBox bounds = lod.GetBox();
Vector3 size = bounds.GetSize();
SDF.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
Int3 resolution(Vector3::Ceil(Vector3::Clamp(size / SDF.WorldUnitsPerVoxel, 4, 256)));
Vector3 uvwToLocalMul = size;
Vector3 uvwToLocalAdd = bounds.Minimum;
SDF.LocalToUVWMul = Vector3::One / uvwToLocalMul;
SDF.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
SDF.MaxDistance = size.MaxValue();
SDF.LocalBoundsMin = bounds.Minimum;
SDF.LocalBoundsMax = bounds.Maximum;
// TODO: maybe apply 1 voxel margin around the geometry?
const int32 maxMips = 3;
const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
if (!SDF.Texture)
SDF.Texture = GPUTexture::New();
// TODO: use 8bit format for smaller SDF textures (eg. res<100)
if (SDF.Texture->Init(GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, PixelFormat::R16_Float, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, mipCount)))
{
SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
return true;
}
// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
// Setup acceleration structure for fast ray tracing the mesh triangles
MeshAccelerationStructure scene;
scene.Add(this, lodIndex);
scene.BuildBVH();
// Allocate memory for the distant field
Array<Half> voxels;
voxels.Resize(resolution.X * resolution.Y * resolution.Z);
Vector3 xyzToLocalMul = uvwToLocalMul / Vector3(resolution);
Vector3 xyzToLocalAdd = uvwToLocalAdd;
// TODO: use optimized sparse storage for SDF data as hierarchical bricks
// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
// then use R8 format and brick size of 8x8x8
// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
const int32 sampleCount = 12;
Array<Vector3> sampleDirections;
sampleDirections.Resize(sampleCount);
{
RandomStream rand;
sampleDirections.Get()[0] = Vector3::Up;
sampleDirections.Get()[1] = Vector3::Down;
sampleDirections.Get()[2] = Vector3::Left;
sampleDirections.Get()[3] = Vector3::Right;
sampleDirections.Get()[4] = Vector3::Forward;
sampleDirections.Get()[5] = Vector3::Backward;
for (int32 i = 6; i < sampleCount; i++)
sampleDirections.Get()[i] = rand.GetUnitVector();
}
Function<void(int32)> sdfJob = [this, &resolution, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd](int32 z)
{
PROFILE_CPU_NAMED("Model SDF Job");
const float encodeScale = 1.0f / SDF.MaxDistance;
float hitDistance;
Vector3 hitNormal, hitPoint;
Triangle hitTriangle;
const int32 zAddress = resolution.Y * resolution.X * z;
for (int32 y = 0; y < resolution.Y; y++)
{
const int32 yAddress = resolution.X * y + zAddress;
for (int32 x = 0; x < resolution.X; x++)
{
float minDistance = SDF.MaxDistance;
Vector3 voxelPos = Vector3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
// Point query to find the distance to the closest surface
scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
// Raycast samples around voxel to count triangle backfaces hit
int32 hitBackCount = 0, hitCount = 0;
for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
{
Ray sampleRay(voxelPos, sampleDirections[sample]);
if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
{
hitCount++;
const bool backHit = Vector3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
if (backHit)
hitBackCount++;
}
}
float distance = minDistance;
// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
//if ((float)hitBackCount > )hitCount * 0.3f && hitCount != 0)
if ((float)hitBackCount > (float)sampleDirections.Count() * 0.6f && hitCount != 0)
{
// Voxel is inside the geometry so turn it into negative distance to the surface
distance *= -1;
}
const int32 xAddress = x + yAddress;
voxels.Get()[xAddress] = Float16Compressor::Compress(distance * encodeScale);
}
}
};
JobSystem::Execute(sdfJob, resolution.Z);
// Upload data to the GPU
BytesContainer data;
data.Link((byte*)voxels.Get(), voxels.Count() * sizeof(Half));
auto task = SDF.Texture->UploadMipMapAsync(data, 0, resolution.X * sizeof(Half), data.Length(), true);
if (task)
task->Start();
// Generate mip maps
Array<Half> voxelsMip;
for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
{
Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
voxelsMip.Resize(resolutionMip.X * resolutionMip.Y * resolutionMip.Z);
// Downscale mip
Function<void(int32)> mipJob = [this, &voxelsMip, &voxels, &resolution, &resolutionMip](int32 z)
{
PROFILE_CPU_NAMED("Model SDF Mip Job");
const float encodeScale = 1.0f / SDF.MaxDistance;
const float decodeScale = SDF.MaxDistance;
const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
for (int32 y = 0; y < resolutionMip.Y; y++)
{
const int32 yAddress = resolutionMip.X * y + zAddress;
for (int32 x = 0; x < resolutionMip.X; x++)
{
// Linear box filter around the voxel
float distance = 0;
for (int32 dz = 0; dz < 2; dz++)
{
const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
for (int32 dy = 0; dy < 2; dy++)
{
const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
for (int32 dx = 0; dx < 2; dx++)
{
const int32 dxAddress = (x * 2 + dx) + dyAddress;
const float d = Float16Compressor::Decompress(voxels.Get()[dxAddress]) * decodeScale;
distance += d;
}
}
}
distance *= 1.0f / 8.0f;
const int32 xAddress = x + yAddress;
voxelsMip.Get()[xAddress] = Float16Compressor::Compress(distance * encodeScale);
}
}
};
JobSystem::Execute(mipJob, resolutionMip.Z);
// Upload to the GPU
data.Link((byte*)voxelsMip.Get(), voxelsMip.Count() * sizeof(Half));
task = SDF.Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * sizeof(Half), data.Length(), true);
if (task)
task->Start();
// Go down
voxelsMip.Swap(voxels);
resolution = resolutionMip;
}
#if !BUILD_RELEASE
auto endTime = Platform::GetTimeSeconds();
LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, SDF.Texture->GetMemoryUsage() / 1024, (int32)((endTime - startTime) * 1000.0), GetPath());
#endif
return false;
}
bool Model::Init(const Span<int32>& meshesCountPerLod)
{
if (meshesCountPerLod.IsInvalid() || meshesCountPerLod.Length() > MODEL_MAX_LODS)
@@ -574,6 +765,7 @@ bool Model::Init(const Span<int32>& meshesCountPerLod)
// Setup
MaterialSlots.Resize(1);
MinScreenSize = 0.0f;
SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
// Setup LODs
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
@@ -840,6 +1032,7 @@ void Model::unload(bool isReloading)
}
// Cleanup
SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
MaterialSlots.Resize(0);
for (int32 i = 0; i < LODs.Count(); i++)
LODs[i].Dispose();

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@@ -28,6 +28,11 @@ public:
/// </summary>
API_FIELD(ReadOnly) Array<ModelLOD, FixedAllocation<MODEL_MAX_LODS>> LODs;
/// <summary>
/// The generated Sign Distant Field (SDF) for this model (merged all meshes). Use GenerateSDF to update it.
/// </summary>
API_FIELD(ReadOnly) SDFData SDF;
public:
/// <summary>
@@ -200,6 +205,15 @@ public:
API_FUNCTION() bool Save(bool withMeshDataFromGpu = false, const StringView& path = StringView::Empty);
#endif
/// <summary>
/// Generates the Sign Distant Field for this model.
/// </summary>
/// <remarks>Can be called in async in case of SDF generation on a CPU (assuming model is not during rendering).</remarks>
/// <param name="resolutionScale">The SDF texture resolution scale. Use higher values for more precise data but with significant performance and memory overhead.</param>
/// <param name="lodIndex">The index of the LOD to use for the SDF building.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6);
private:

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@@ -24,9 +24,52 @@ class MeshBase;
/// </summary>
API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API ModelBase : public BinaryAsset, public StreamableResource
{
DECLARE_ASSET_HEADER(ModelBase);
protected:
DECLARE_ASSET_HEADER(ModelBase);
public:
/// <summary>
/// The Sign Distant Field (SDF) data for the model.
/// </summary>
API_STRUCT() struct SDFData
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SDFData);
/// <summary>
/// The SDF volume texture (merged all meshes).
/// </summary>
API_FIELD() GPUTexture* Texture = nullptr;
/// <summary>
/// The transformation scale from model local-space to the generated SDF texture space (local-space -> uv).
/// </summary>
API_FIELD() Vector3 LocalToUVWMul;
/// <summary>
/// Amount of world-units per SDF texture voxel.
/// </summary>
API_FIELD() float WorldUnitsPerVoxel;
/// <summary>
/// The transformation offset from model local-space to the generated SDF texture space (local-space -> uv).
/// </summary>
API_FIELD() Vector3 LocalToUVWAdd;
/// <summary>
/// The maximum distance stored in the SDF texture. Used to rescale normalized SDF into world-units (in model local space).
/// </summary>
API_FIELD() float MaxDistance;
/// <summary>
/// The bounding box of the SDF texture in the model local-space.
/// </summary>
API_FIELD() Vector3 LocalBoundsMin;
/// <summary>
/// The bounding box of the SDF texture in the model local-space.
/// </summary>
API_FIELD() Vector3 LocalBoundsMax;
};
protected:
explicit ModelBase(const SpawnParams& params, const AssetInfo* info, StreamingGroup* group)
: BinaryAsset(params, info)
, StreamableResource(group)
@@ -34,7 +77,6 @@ protected:
}
public:
/// <summary>
/// The minimum screen size to draw this model (the bottom limit). Used to cull small models. Set to 0 to disable this feature.
/// </summary>

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@@ -18,6 +18,7 @@ public class Content : EngineModule
options.PrivateDependencies.Add("lz4");
options.PrivateDependencies.Add("AudioTool");
options.PrivateDependencies.Add("TextureTool");
options.PrivateDependencies.Add("ModelTool");
options.PrivateDependencies.Add("Particles");
if (options.Target.IsEditor)