Closed GoogleCodeExporter closed 8 years ago
What's happening is that modelling-oriented formats don't use the same kind of
indices as rendering-based formats; there's a separate index per attribute, as
opposed to per vertex. For example, if you have a crease, then positions might
get shared, but normals or texcoords might not. Part of the process is to
flatten the indices, which might involve making duplicates.
In any case, I think after I do material batching, the easiest thing to do will
be to simply emit multiple draw batches. I'll do this first.
With a vertex cache hit rate of ~0.6, ideally we hope it to work with models
~100k triangles, although this is pretty much a best-case scenario. It is worth
looking at the triangle optimization algorithm to see if it is doing something
silly. One defect I already know about is the index deltas aren't using the
full UTF-8 range, since it isn't handling the surrogate pair range (like
"length" is supposed to).
Would you mind sending me the offending OBJ (attachment or link, or off-thread
e-mail)? That would definitely help me debug things.
Original comment by wonchun
on 13 Aug 2011 at 8:14
Original comment by wonchun
on 13 Aug 2011 at 8:14
Original comment by wonchun
on 13 Aug 2011 at 8:30
Here is example OBJ with 50k vertices / 100k triangles that doesn't pass vertex
number CHECK.
It's decimated Lucy, originally from Stanford 3d scan repository:
http://graphics.stanford.edu/data/3Dscanrep/
(I had to add dummy UVs as original model doesn't have texture coordinates
while compressor requires them)
Original comment by postfil...@gmail.com
on 14 Aug 2011 at 2:35
Attachments:
Hm, this model has zero vertex sharing, for two reasons.
1) the normal indices are per face. "s off" is a bad sign. This is alone to
eliminate all vertex sharing, since it means that if a position shows up in a
different triangle, it won't share the normal, so would have to get duplicated.
I wonder if it makes sense to support a non-indexed triangle mode, in case this
was intentional?
2) the texcoords are based on the position within a triangle. So, even if the
normal thing was dealt with there would still be a problem. For example,
position 3/ shows up as the third vertex of the first triangle as 3/3/. It
shows up again as the second vertex of the second triangle as 3/2/, which would
also prevent sharing.
Anyway, I should make it so that this can support OBJ files with texcoords, and
maybe automatically smooth normals? Meanwhile, maybe you can use different
settings to decimate Lucy and see if you have more success.
Original comment by wonchun
on 14 Aug 2011 at 4:19
I guess Lucy is different as it originally came from 3d scan, so you have just
points and all other things are then generated by automated processes.
Though such brute-force generated models are maybe the best candidates for good
compression ;).
How we handle this particular model with current three.js JSON pipeline - only
vertices and faces are in the file, normals are generated per face upon loading
from geometry and texture coordinates are not used at all.
We do vertex duplication all the time (all normals going to WebGL layer are per
face use of vertex, there is no sharing except for quads; it's not optimal for
performance, but there are no constrains on model) and if indices overflow
16-bit, we split into multiple buffers.
With UTF8 format, it's actually a bit too smart for us, it tries to solve whole
path from model to WebGL, down to actual GL buffers. But this means model would
be completely invisible to our API, so we need to stuff data first in our own
data structures and then we generate buffers ourselves.
We also do things like automatic computation of normals (if user wants it),
though this is not ideal. For flat shading it's ok, but for smooth shading, you
generally want to preserve whatever normals artist created in 3d modelling
application - you can't reconstruct hand crafted normals automatically.
Original comment by postfil...@gmail.com
on 14 Aug 2011 at 4:04
Original comment by wonchun
on 25 Aug 2011 at 7:42
Original comment by wonchun
on 5 Sep 2011 at 9:48
I forgot to update this issue. Last week, I put up a demo in r35:
http://webgl-loader.googlecode.com/svn/trunk/samples/happy/happy.html
Some competitive analysis of an alternative:
http://code.google.com/p/webgl-loader/wiki/HappyBuddha
Original comment by wonchun
on 15 Sep 2011 at 1:38
This issue was closed by revision r41.
Original comment by wonchun
on 20 Sep 2011 at 3:18
Original issue reported on code.google.com by
postfil...@gmail.com
on 13 Aug 2011 at 2:08