
# 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
134 lines
4.7 KiB
Rust
134 lines
4.7 KiB
Rust
//! Meshlet rendering for dense high-poly scenes (experimental).
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// Note: This example showcases the meshlet API, but is not the type of scene that would benefit from using meshlets.
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#[path = "../helpers/camera_controller.rs"]
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mod camera_controller;
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use bevy::{
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pbr::{
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experimental::meshlet::{MaterialMeshletMeshBundle, MeshletPlugin},
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CascadeShadowConfigBuilder, DirectionalLightShadowMap,
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},
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prelude::*,
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render::render_resource::AsBindGroup,
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};
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use camera_controller::{CameraController, CameraControllerPlugin};
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use std::{f32::consts::PI, path::Path, process::ExitCode};
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const ASSET_URL: &str =
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"https://raw.githubusercontent.com/JMS55/bevy_meshlet_asset/8443bbdee0bf517e6c297dede7f6a46ab712ee4c/bunny.meshlet_mesh";
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fn main() -> ExitCode {
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if !Path::new("./assets/models/bunny.meshlet_mesh").exists() {
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eprintln!("ERROR: Asset at path <bevy>/assets/models/bunny.meshlet_mesh is missing. Please download it from {ASSET_URL}");
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return ExitCode::FAILURE;
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}
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App::new()
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.insert_resource(DirectionalLightShadowMap { size: 4096 })
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.add_plugins((
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DefaultPlugins,
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MeshletPlugin {
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cluster_buffer_slots: 8192,
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},
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MaterialPlugin::<MeshletDebugMaterial>::default(),
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CameraControllerPlugin,
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))
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.add_systems(Startup, setup)
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.run();
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ExitCode::SUCCESS
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut standard_materials: ResMut<Assets<StandardMaterial>>,
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mut debug_materials: ResMut<Assets<MeshletDebugMaterial>>,
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mut meshes: ResMut<Assets<Mesh>>,
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) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_translation(Vec3::new(1.8, 0.4, -0.1)).looking_at(Vec3::ZERO, Vec3::Y),
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Msaa::Off,
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EnvironmentMapLight {
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diffuse_map: asset_server.load("environment_maps/pisa_diffuse_rgb9e5_zstd.ktx2"),
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specular_map: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
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intensity: 150.0,
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..default()
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},
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CameraController::default(),
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));
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::FULL_DAYLIGHT,
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shadows_enabled: true,
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..default()
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},
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CascadeShadowConfigBuilder {
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num_cascades: 1,
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maximum_distance: 15.0,
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..default()
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}
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.build(),
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Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, PI * -0.15, PI * -0.15)),
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));
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// A custom file format storing a [`bevy_render::mesh::Mesh`]
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// that has been converted to a [`bevy_pbr::meshlet::MeshletMesh`]
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// using [`bevy_pbr::meshlet::MeshletMesh::from_mesh`], which is
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// a function only available when the `meshlet_processor` cargo feature is enabled.
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let meshlet_mesh_handle = asset_server.load("models/bunny.meshlet_mesh");
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let debug_material = debug_materials.add(MeshletDebugMaterial::default());
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for x in -2..=2 {
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commands.spawn(MaterialMeshletMeshBundle {
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meshlet_mesh: meshlet_mesh_handle.clone(),
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material: standard_materials.add(StandardMaterial {
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base_color: match x {
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-2 => Srgba::hex("#dc2626").unwrap().into(),
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-1 => Srgba::hex("#ea580c").unwrap().into(),
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0 => Srgba::hex("#facc15").unwrap().into(),
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1 => Srgba::hex("#16a34a").unwrap().into(),
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2 => Srgba::hex("#0284c7").unwrap().into(),
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_ => unreachable!(),
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},
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perceptual_roughness: (x + 2) as f32 / 4.0,
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..default()
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}),
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transform: Transform::default()
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.with_scale(Vec3::splat(0.2))
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.with_translation(Vec3::new(x as f32 / 2.0, 0.0, -0.3)),
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..default()
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});
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}
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for x in -2..=2 {
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commands.spawn(MaterialMeshletMeshBundle {
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meshlet_mesh: meshlet_mesh_handle.clone(),
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material: debug_material.clone(),
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transform: Transform::default()
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.with_scale(Vec3::splat(0.2))
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.with_rotation(Quat::from_rotation_y(PI))
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.with_translation(Vec3::new(x as f32 / 2.0, 0.0, 0.3)),
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..default()
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});
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}
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(standard_materials.add(StandardMaterial {
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base_color: Color::WHITE,
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perceptual_roughness: 1.0,
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..default()
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})),
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));
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}
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#[derive(Asset, TypePath, AsBindGroup, Clone, Default)]
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struct MeshletDebugMaterial {
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_dummy: (),
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}
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impl Material for MeshletDebugMaterial {}
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