bevy/crates
JMS55 aa626e4f0b
Per-meshlet compressed vertex data (#15643)
# Objective
- Prepare for streaming by storing vertex data per-meshlet, rather than
per-mesh (this means duplicating vertices per-meshlet)
- Compress vertex data to reduce the cost of this

## Solution
The important parts are in from_mesh.rs, the changes to the Meshlet type
in asset.rs, and the changes in meshlet_bindings.wgsl. Everything else
is pretty secondary/boilerplate/straightforward changes.

- Positions are quantized in centimeters with a user-provided power of 2
factor (ideally auto-determined, but that's a TODO for the future),
encoded as an offset relative to the minimum value within the meshlet,
and then stored as a packed list of bits using the minimum number of
bits needed for each vertex position channel for that meshlet
- E.g. quantize positions (lossly, throws away precision that's not
needed leading to using less bits in the bitstream encoding)
- Get the min/max quantized value of each X/Y/Z channel of the quantized
positions within a meshlet
- Encode values relative to the min value of the meshlet. E.g. convert
from [min, max] to [0, max - min]
- The new max value in the meshlet is (max - min), which only takes N
bits, so we only need N bits to store each channel within the meshlet
(lossless)
- We can store the min value and that it takes N bits per channel in the
meshlet metadata, and reconstruct the position from the bitstream
- Normals are octahedral encoded and than snorm2x16 packed and stored as
a single u32.
- Would be better to implement the precise variant of octhedral encoding
for extra precision (no extra decode cost), but decided to keep it
simple for now and leave that as a followup
- Tried doing a quantizing and bitstream encoding scheme like I did for
positions, but struggled to get it smaller. Decided to go with this for
simplicity for now
- UVs are uncompressed and take a full 64bits per vertex which is
expensive
  - In the future this should be improved
- Tangents, as of the previous PR, are not explicitly stored and are
instead derived from screen space gradients
- While I'm here, split up MeshletMeshSaverLoader into two separate
types

Other future changes include implementing a smaller encoding of triangle
data (3 u8 indices = 24 bits per triangle currently), and more
disk-oriented compression schemes.

References:
* "A Deep Dive into UE5's Nanite Virtualized Geometry"
https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf#page=128
(also available on youtube)
* "Towards Practical Meshlet Compression"
https://arxiv.org/pdf/2404.06359
* "Vertex quantization in Omniforce Game Engine"
https://daniilvinn.github.io/2024/05/04/omniforce-vertex-quantization.html

## Testing

- Did you test these changes? If so, how?
- Converted the stanford bunny, and rendered it with a debug material
showing normals, and confirmed that it's identical to what's on main.
EDIT: See additional testing in the comments below.
- Are there any parts that need more testing?
- Could use some more size comparisons on various meshes, and testing
different quantization factors. Not sure if 4 is a good default. EDIT:
See additional testing in the comments below.
- Also did not test runtime performance of the shaders. EDIT: See
additional testing in the comments below.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Use my unholy script, replacing the meshlet example
https://paste.rs/7xQHk.rs (must make MeshletMesh fields pub instead of
pub crate, must add lz4_flex as a dev-dependency) (must compile with
meshlet and meshlet_processor features, mesh must have only positions,
normals, and UVs, no vertex colors or tangents)

---

## Migration Guide
- TBD by JMS55 at the end of the release
2024-10-08 18:42:55 +00:00
..
bevy_a11y Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_animation Fixes to animation graph evaluation (#15689) 2024-10-07 07:30:00 +00:00
bevy_app Documentation for variadics (#15387) 2024-10-02 12:48:36 +00:00
bevy_asset Fix doc comment (#15673) 2024-10-06 08:12:58 +00:00
bevy_audio Fix audio not playing (#15638) 2024-10-04 01:07:09 +00:00
bevy_color Eliminate redundant clamping from sample-interpolated curves (#15620) 2024-10-03 18:26:41 +00:00
bevy_core Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_core_pipeline Fix oit webgl (#15728) 2024-10-08 14:50:35 +00:00
bevy_derive move ANDROID_APP to bevy_window (#15585) 2024-10-02 03:01:06 +00:00
bevy_dev_tools Migrate cameras to required components (#15641) 2024-10-05 01:59:52 +00:00
bevy_diagnostic Update sysinfo requirement from 0.31.0 to 0.32.0 (#15697) 2024-10-07 07:31:17 +00:00
bevy_dylib
bevy_ecs bevy_ecs: Replace panics in QueryData derive compile errors (#15691) 2024-10-07 16:30:34 +00:00
bevy_encase_derive Update `glam to 0.29, encase` to 0.10. (#15249) 2024-09-23 19:44:02 +00:00
bevy_gilrs Add some missing features from the gamepads-as-entities change that were needed to update leafwing-input-manager. (#15685) 2024-10-08 12:19:38 +00:00
bevy_gizmos Implement From translation and rotation for isometries (#15733) 2024-10-08 16:09:28 +00:00
bevy_gltf Feature-gate all image formats (#15586) 2024-10-07 16:37:45 +00:00
bevy_hierarchy Add more tools for traversing hierarchies (#15627) 2024-10-07 15:24:57 +00:00
bevy_image Feature-gate all image formats (#15586) 2024-10-07 16:37:45 +00:00
bevy_input Add some missing features from the gamepads-as-entities change that were needed to update leafwing-input-manager. (#15685) 2024-10-08 12:19:38 +00:00
bevy_internal Feature-gate all image formats (#15586) 2024-10-07 16:37:45 +00:00
bevy_log Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_macro_utils Modify derive_label to support no_std environments (#15465) 2024-09-27 20:23:26 +00:00
bevy_math Use Dir2/Dir3 instead of Vec2/Vec3 for Ray2d::new/Ray3d::new (#15735) 2024-10-08 16:45:03 +00:00
bevy_mesh introduction of ConvexPolygon and ConvexPolygonMeshBuilder (#15544) 2024-10-08 15:02:38 +00:00
bevy_mikktspace Add no_std support to bevy_mikktspace (#15528) 2024-09-30 18:17:03 +00:00
bevy_pbr Per-meshlet compressed vertex data (#15643) 2024-10-08 18:42:55 +00:00
bevy_picking Rename the Pickable component and fix incorrect documentation (#15707) 2024-10-07 17:09:57 +00:00
bevy_ptr Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_reflect Serialize and deserialize tuple struct with one field as newtype struct (#15628) 2024-10-07 23:40:03 +00:00
bevy_remote Watching versions of bevy/get and bevy/list with HTTP SSE (#15608) 2024-10-08 16:21:46 +00:00
bevy_render Fix oit webgl (#15728) 2024-10-08 14:50:35 +00:00
bevy_scene Allow World::entity family of functions to take multiple entities and get multiple references back (#15614) 2024-10-07 15:21:40 +00:00
bevy_sprite Rename the Pickable component and fix incorrect documentation (#15707) 2024-10-07 17:09:57 +00:00
bevy_state Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_tasks bump async-channel to 2.3.0 (#15497) 2024-09-28 19:21:59 +00:00
bevy_text Fix text measurement when multiple font sizes are present (#15669) 2024-10-05 22:46:37 +00:00
bevy_time Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
bevy_transform Allow World::entity family of functions to take multiple entities and get multiple references back (#15614) 2024-10-07 15:21:40 +00:00
bevy_ui box shadow (#15204) 2024-10-08 16:26:17 +00:00
bevy_utils Minor fixes for bevy_utils in no_std (#15463) 2024-10-04 19:25:49 +00:00
bevy_window Add the functions start_drag_move and start_drag_resize to Window (#15674) 2024-10-08 16:32:07 +00:00
bevy_winit Add the functions start_drag_move and start_drag_resize to Window (#15674) 2024-10-08 16:32:07 +00:00