mrdoob / three.js

JavaScript 3D Library.
https://threejs.org/
MIT License
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VR render path and optimizations #11301

Closed fernandojsg closed 4 years ago

fernandojsg commented 7 years ago

Three.js is currently the most popular choice when developing WebVR, We, at mozilla, use it as base for our https://github.com/aframevr/aframe framework. But when it comes to performance in WebVR, threejs still have plenty of room for improvement.

I've been collecting a list of features that could be great to have implemented in three.js in order to deliver a much performant VR experience. I wanted to have a place discuss about all of them as an overall vision of the engine modification. And later on we could keep creating an issue for each iteam and keep the discussion there.

I know three.js is not focused just on WebVR so I understand some of the proposal won’t be part of the main render path (let’s say foveated rendering), but modules that the user could enable or even automatically when a webvr project is detected. Still most of the proposals will help the main render path even if not not using webvr.

General optimizations/ideas not related directly to the engine itself but that could help improving the overall quality and performance of the VR experiences (And using the premise that if WebVR is available, WebGL2 will be available too):

mrdoob commented 7 years ago

Some progress...

As of https://github.com/mrdoob/three.js/commit/07b089637dab162e634238a8ea820daf65e06d91, this is how the API looks like:

renderer.vr.enabled = true;
renderer.animate( update ); // this does the requestAnimationFrame() for the user
WEBVR.getVRDisplay( function ( device ) {

    renderer.vr.setDevice( device );
    document.body.appendChild( WEBVR.getButton( device, renderer.domElement ) );

} );

http://rawgit.com/mrdoob/three.js/dev/examples/webvr_daydream.html

Bye bye VRControls and VREffect 👋

Mugen87 commented 7 years ago

@mrdoob Cool, great stuff ❤️ .

I think we should gradually adjust the other VR examples and deprecate VRControls and VREffect.

fernandojsg commented 7 years ago

@mrdoob I like it!, I'm just not sure about the name of getCamera() as is not really returning a camera but updating the camera matrices with the framedata, maybe something like updateCamera() or so?

mrdoob commented 7 years ago

@fernandojsg Yeah, wasn't sure about the name. That method is supposed to be used internally although is publicly accessible.

mikearmstrong001 commented 7 years ago

Piling on because there is some relevance.

A problem I've observed with the current WebGLRenderer is that the render is monolithic, it does a lot of work in one opaque function. As a proof of concept I've looked at splitting up the calls (these could still be wrapped in a single render) to allow more client side configuration. @mrdoob I'm interested in your thoughts.

In a full PR I would imagine that the context of the render would be capture and would flow each call and temporary state would be removed from the renderer.

At an api call level this is what I'm looking at, this is working:

<html>
<body>
<script src="three.min.js"></script>
<script>
var scene, visibiltyCamera, leftCamera, rightCamera, renderer;
var geometry, material, mesh, mesh2;

init();
animate();

function prepareCamera(camera) {
  if ( camera.parent === null ) camera.updateMatrixWorld();

  camera.matrixWorldInverse.getInverse( camera.matrixWorld );
}

function init() {

  scene = new THREE.Scene();

  visibiltyCamera = new THREE.PerspectiveCamera( 85, window.innerWidth / window.innerHeight, 1, 10000 );
  visibiltyCamera.position.z = 1000;
  leftCamera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  leftCamera.position.x = -300;
  leftCamera.position.z = 1000;
  rightCamera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  rightCamera.position.x = 300;
  rightCamera.position.z = 1000;

  geometry = new THREE.BoxGeometry( 200, 200, 200 );
  material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );

  mesh = new THREE.Mesh( geometry, material );
  scene.add( mesh );
  mesh2 = new THREE.Mesh( geometry, material );
  mesh2.position.x = 1000;
  scene.add( mesh2 );

  renderer = new THREE.WebGLRenderer();
  renderer.setSize( window.innerWidth, window.innerHeight );

  document.body.appendChild( renderer.domElement );

}

function mySortStable( a, b ) {
  return a.id - b.id;
}

function myReverseSortStable( a, b ) {
  return b.id - a.id;
}

function animate() {

  requestAnimationFrame( animate );

  mesh.rotation.x += 0.01;
  mesh.rotation.y += 0.02;

  prepareCamera(visibiltyCamera);
  prepareCamera(leftCamera);
  prepareCamera(rightCamera);
  scene.updateMatrixWorld();

  renderer.autoClear = false;

  // premise is to optionally replace the renderer call with functions split by stages
  // renderer.render( scene, rightCamera );

  renderer.renderReset();
  // renderSetup is covered by prepareCamera and is therefore optional
  // I'd propose removing this
  //renderer.renderSetup( scene, visibiltyCamera );

  // allows much more control of the renderlist and places sort configuration in the hands of developers
  renderer.renderGenerateRenderList(
    scene,
    visibiltyCamera,
    undefined,
    undefined,
    {opaqueSort: mySortStable, transparentSort: myReverseSortStable} );
  // visibiltyCamera is only required for a layer visible tests and therefore the dependency can be reduced
  renderer.renderShadows(scene, visibiltyCamera)

  // set viewport and render for each eye
  // this could encompass array cameras for multiview
  renderer.setViewport(0, 0, 500, 500);
  renderer.renderDisplayCamera( scene, leftCamera );

  renderer.setViewport(500, 0, 500, 500);
  renderer.renderDisplayCamera( scene, rightCamera );

  // post amble require for render to texture
  renderer.renderFinishRenderTarget();

}
</script>
</body>
</html>
takahirox commented 7 years ago

I'm interested in new web technologies to improve the performance. Let me share micro benchmarks I've been making lately.

WebAssembly https://takahirox.github.io/WebAssembly-benchmark/ WebWorkers https://takahirox.github.io/WebWorkers-benchmark/ SIMD.js https://takahirox.github.io/SIMDJS-benchmark/

I'd be glad if they'd help you understand their performance characteristics.

My impression of them are

fernandojsg commented 7 years ago

@mikearmstrong001 I agree with you that we must simplify and modularize the render itself. Probably we could start following a similar approach as the one discussed on https://github.com/mrdoob/three.js/issues/11475 for materials, so we could end up having a dictionary of render steps that we could easily replace by our own code.

@takahirox context switching between WASM and JS is still expensive so I agree that we won't get any benefits by just moving small functions to WASM, as you said, it must be something CPU intensive to get the real benefits maybe file format parser is something that could get benefits from both WASM and webworkers. As far as I know SIMD.js is going to be deprecated anytime soon, and it will be part of the WASM spec :/

@mikaelgramont @takahirox as these two are quite extensive topics to discuss, what about moving the discussions to a new issue and link them here?

mrdoob commented 7 years ago

@mikearmstrong001 Sorry for the delay.

That API looks good to me. I've been slowly modularising render() and some of the methods you propose are already there, it's just a matter of exposing them.

How about:

renderer.setOpaqueSort( mySortStable );
renderer.setTransparentSort( myReverseSortStable );
renderer.renderReset();
renderer.renderBackground( scene, camera );
renderer.renderGenerateShadows( scene, camera );
renderer.renderGenerateRenderList( scene, camera );
renderer.renderDisplayCamera( scene, camera );
renderer.renderFinishRenderTarget();
mikearmstrong001 commented 7 years ago

@mrdoob no worries, thank you for discussing!

The api changes look good.

I would be of the general opinion that temporary state should go into a context object which is passed from function to function however this is not in the current three.js makeup and is by no means a deal breaker. (My reasoning for a context object is that it clearly connects the context of separate function calls)

Philosophically, I believe exposing more of the internal functions makes sense as does providing a means to externally control behaviour (eg sorting). It would be super useful if developers using three.js could replace any aspect of three.js in part without having to also replace unrelated functionality. This goes for shaders, renderloop etc

erlend-sh commented 4 years ago

context switching between WASM and JS is still expensive

@fernandojsg Is this still the case? Some of your colleagues and other volunteers have made very significant advances in wasm-bindgen and https://github.com/rustwasm

mrdoob commented 4 years ago

I think we can now close this issue.