Add Model SDF generation utilities
This commit is contained in:
@@ -3,7 +3,19 @@
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#if COMPILE_WITH_MODEL_TOOL
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#include "ModelTool.h"
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#include "MeshAccelerationStructure.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/RandomStream.h"
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#include "Engine/Core/Math/Int3.h"
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#include "Engine/Core/Math/Ray.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Async/GPUTask.h"
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#include "Engine/Graphics/Textures/TextureData.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#if USE_EDITOR
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#include "Engine/Core/Types/DateTime.h"
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#include "Engine/Core/Types/TimeSpan.h"
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#include "Engine/Core/Types/Pair.h"
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@@ -19,6 +31,297 @@
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#include "Engine/ContentImporters/CreateCollisionData.h"
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#include "Editor/Utilities/EditorUtilities.h"
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#include <ThirdParty/meshoptimizer/meshoptimizer.h>
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#endif
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ModelSDFHeader::ModelSDFHeader(const ModelBase::SDFData& sdf, const GPUTextureDescription& desc)
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: LocalToUVWMul(sdf.LocalToUVWMul)
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, WorldUnitsPerVoxel(sdf.WorldUnitsPerVoxel)
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, LocalToUVWAdd(sdf.LocalToUVWAdd)
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, MaxDistance(sdf.MaxDistance)
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, LocalBoundsMin(sdf.LocalBoundsMin)
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, MipLevels(desc.MipLevels)
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, LocalBoundsMax(sdf.LocalBoundsMax)
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, Width(desc.Width)
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, Height(desc.Height)
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, Depth(desc.Depth)
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, Format(desc.Format)
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, ResolutionScale(sdf.ResolutionScale)
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, LOD(sdf.LOD)
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{
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}
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ModelSDFMip::ModelSDFMip(int32 mipIndex, uint32 rowPitch, uint32 slicePitch)
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: MipIndex(mipIndex)
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, RowPitch(rowPitch)
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, SlicePitch(slicePitch)
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{
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}
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ModelSDFMip::ModelSDFMip(int32 mipIndex, const TextureMipData& mip)
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: MipIndex(mipIndex)
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, RowPitch(mip.RowPitch)
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, SlicePitch(mip.Data.Length())
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{
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}
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bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName)
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{
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PROFILE_CPU();
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auto startTime = Platform::GetTimeSeconds();
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// Setup SDF texture properties
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BoundingBox bounds;
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if (inputModel)
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bounds = inputModel->LODs[lodIndex].GetBox();
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else if (modelData)
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bounds = modelData->LODs[lodIndex].GetBox();
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else
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return true;
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Vector3 size = bounds.GetSize();
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ModelBase::SDFData sdf;
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sdf.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
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Int3 resolution(Vector3::Ceil(Vector3::Clamp(size / sdf.WorldUnitsPerVoxel, 4, 256)));
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Vector3 uvwToLocalMul = size;
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Vector3 uvwToLocalAdd = bounds.Minimum;
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sdf.LocalToUVWMul = Vector3::One / uvwToLocalMul;
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sdf.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
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sdf.MaxDistance = size.MaxValue();
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sdf.LocalBoundsMin = bounds.Minimum;
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sdf.LocalBoundsMax = bounds.Maximum;
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sdf.ResolutionScale = resolutionScale;
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sdf.LOD = lodIndex;
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// TODO: maybe apply 1 voxel margin around the geometry?
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const int32 maxMips = 3;
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const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
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PixelFormat format = PixelFormat::R16_UNorm;
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int32 formatStride = 2;
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float formatMaxValue = MAX_uint16;
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typedef float (*FormatRead)(void* ptr);
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typedef void (*FormatWrite)(void* ptr, float v);
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FormatRead formatRead = [](void* ptr)
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{
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return (float)*(uint16*)ptr;
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};
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FormatWrite formatWrite = [](void* ptr, float v)
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{
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*(uint16*)ptr = (uint16)v;
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};
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if (resolution.MaxValue() < 8)
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{
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// For smaller meshes use more optimized format (gives small perf and memory gain but introduces artifacts on larger meshes)
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format = PixelFormat::R8_UNorm;
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formatStride = 1;
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formatMaxValue = MAX_uint8;
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formatRead = [](void* ptr)
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{
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return (float)*(uint8*)ptr;
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};
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formatWrite = [](void* ptr, float v)
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{
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*(uint8*)ptr = (uint8)v;
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};
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}
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GPUTextureDescription textureDesc = GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, format, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, mipCount);
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if (outputSDF)
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{
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*outputSDF = sdf;
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if (!outputSDF->Texture)
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outputSDF->Texture = GPUTexture::New();
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if (outputSDF->Texture->Init(textureDesc))
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{
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SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
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return true;
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}
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}
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// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
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// Setup acceleration structure for fast ray tracing the mesh triangles
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MeshAccelerationStructure scene;
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if (inputModel)
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scene.Add(inputModel, lodIndex);
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else if (modelData)
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scene.Add(modelData, lodIndex);
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scene.BuildBVH();
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// Allocate memory for the distant field
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const int32 voxelsSize = resolution.X * resolution.Y * resolution.Z * formatStride;
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void* voxels = Allocator::Allocate(voxelsSize);
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Vector3 xyzToLocalMul = uvwToLocalMul / Vector3(resolution);
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Vector3 xyzToLocalAdd = uvwToLocalAdd;
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const Vector2 encodeMAD(0.5f / sdf.MaxDistance * formatMaxValue, 0.5f * formatMaxValue);
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const Vector2 decodeMAD(2.0f * sdf.MaxDistance / formatMaxValue, -sdf.MaxDistance);
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int32 voxelSizeSum = voxelsSize;
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// TODO: use optimized sparse storage for SDF data as hierarchical bricks as in papers below:
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// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
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// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
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// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
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// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
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// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
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const int32 sampleCount = 12;
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Array<Vector3> sampleDirections;
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sampleDirections.Resize(sampleCount);
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{
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RandomStream rand;
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sampleDirections.Get()[0] = Vector3::Up;
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sampleDirections.Get()[1] = Vector3::Down;
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sampleDirections.Get()[2] = Vector3::Left;
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sampleDirections.Get()[3] = Vector3::Right;
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sampleDirections.Get()[4] = Vector3::Forward;
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sampleDirections.Get()[5] = Vector3::Backward;
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for (int32 i = 6; i < sampleCount; i++)
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sampleDirections.Get()[i] = rand.GetUnitVector();
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}
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Function<void(int32)> sdfJob = [&sdf, &resolution, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd, &encodeMAD, &formatStride, &formatWrite](int32 z)
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{
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PROFILE_CPU_NAMED("Model SDF Job");
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float hitDistance;
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Vector3 hitNormal, hitPoint;
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Triangle hitTriangle;
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const int32 zAddress = resolution.Y * resolution.X * z;
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for (int32 y = 0; y < resolution.Y; y++)
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{
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const int32 yAddress = resolution.X * y + zAddress;
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for (int32 x = 0; x < resolution.X; x++)
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{
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float minDistance = sdf.MaxDistance;
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Vector3 voxelPos = Vector3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
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// Point query to find the distance to the closest surface
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scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
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// Raycast samples around voxel to count triangle backfaces hit
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int32 hitBackCount = 0, hitCount = 0;
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for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
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{
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Ray sampleRay(voxelPos, sampleDirections[sample]);
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if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
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{
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hitCount++;
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const bool backHit = Vector3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
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if (backHit)
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hitBackCount++;
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}
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}
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float distance = minDistance;
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// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
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//if ((float)hitBackCount > )hitCount * 0.3f && hitCount != 0)
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if ((float)hitBackCount > (float)sampleDirections.Count() * 0.6f && hitCount != 0)
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{
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// Voxel is inside the geometry so turn it into negative distance to the surface
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distance *= -1;
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}
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const int32 xAddress = x + yAddress;
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formatWrite((byte*)voxels + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
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}
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}
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};
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JobSystem::Execute(sdfJob, resolution.Z);
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// Cache SDF data on a CPU
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if (outputStream)
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{
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outputStream->WriteInt32(1); // Version
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ModelSDFHeader data(sdf, textureDesc);
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outputStream->Write(&data);
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ModelSDFMip mipData(0, resolution.X * formatStride, voxelsSize);
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outputStream->Write(&mipData);
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outputStream->WriteBytes(voxels, voxelsSize);
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}
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// Upload data to the GPU
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if (outputSDF)
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{
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BytesContainer data;
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data.Link((byte*)voxels, voxelsSize);
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auto task = outputSDF->Texture->UploadMipMapAsync(data, 0, resolution.X * formatStride, voxelsSize, true);
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if (task)
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task->Start();
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}
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// Generate mip maps
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void* voxelsMip = nullptr;
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for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
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{
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Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
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const int32 voxelsMipSize = resolutionMip.X * resolutionMip.Y * resolutionMip.Z * formatStride;
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if (voxelsMip == nullptr)
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voxelsMip = Allocator::Allocate(voxelsMipSize);
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// Downscale mip
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Function<void(int32)> mipJob = [&voxelsMip, &voxels, &resolution, &resolutionMip, &encodeMAD, &decodeMAD, &formatStride, &formatRead, &formatWrite](int32 z)
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{
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PROFILE_CPU_NAMED("Model SDF Mip Job");
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const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
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for (int32 y = 0; y < resolutionMip.Y; y++)
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{
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const int32 yAddress = resolutionMip.X * y + zAddress;
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for (int32 x = 0; x < resolutionMip.X; x++)
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{
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// Linear box filter around the voxel
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// TODO: use min distance for nearby texels (texel distance + distance to texel)
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float distance = 0;
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for (int32 dz = 0; dz < 2; dz++)
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{
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const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
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for (int32 dy = 0; dy < 2; dy++)
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{
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const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
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for (int32 dx = 0; dx < 2; dx++)
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{
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const int32 dxAddress = (x * 2 + dx) + dyAddress;
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const float d = formatRead((byte*)voxels + dxAddress * formatStride) * decodeMAD.X + decodeMAD.Y;
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distance += d;
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}
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}
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}
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distance *= 1.0f / 8.0f;
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const int32 xAddress = x + yAddress;
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formatWrite((byte*)voxelsMip + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
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}
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}
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};
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JobSystem::Execute(mipJob, resolutionMip.Z);
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// Cache SDF data on a CPU
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if (outputStream)
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{
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ModelSDFMip mipData(mipLevel, resolutionMip.X * formatStride, voxelsMipSize);
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outputStream->Write(&mipData);
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outputStream->WriteBytes(voxelsMip, voxelsMipSize);
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}
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// Upload to the GPU
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if (outputSDF)
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{
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BytesContainer data;
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data.Link((byte*)voxelsMip, voxelsMipSize);
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auto task = outputSDF->Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * formatStride, voxelsMipSize, true);
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if (task)
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task->Start();
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}
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// Go down
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voxelSizeSum += voxelsSize;
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Swap(voxelsMip, voxels);
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resolution = resolutionMip;
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}
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Allocator::Free(voxelsMip);
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Allocator::Free(voxels);
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#if !BUILD_RELEASE
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auto endTime = Platform::GetTimeSeconds();
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LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, voxelSizeSum / 1024, (int32)((endTime - startTime) * 1000.0), assetName);
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#endif
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return false;
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}
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#if USE_EDITOR
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void RemoveNamespace(String& name)
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{
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@@ -1308,3 +1611,5 @@ bool ModelTool::FindTexture(const String& sourcePath, const String& file, String
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}
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#endif
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#endif
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