Selection future-proof design #68989

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opened 2019-08-21 16:07:23 +02:00 by Dalai Felinto · 11 comments

There is an attempt to use GPU even more for selection, while we still have some long standing issues there:

  • Depth Select has performance issues on some systems.
  • Occluded selection is limited by screen resolution #75860 (Faulty selection when zoomed-out).

We should move forward with our selection design, get this over with, and make sure snap/selection/... all fall in line with the same design, so no effort is wasted going multiple directions.

Worth noting that the VR project, and the eevee / cycles fisheye in the viewport selection task needs an abstraction between what is drawn in the viewport and what we select. It may be possible with the current architecture, but if we are to change things (going cpu?ray cast?) these cases should be taken into consideration.

There is an attempt to use GPU even more for selection, while we still have some long standing issues there: * Depth Select has performance issues on some systems. * Occluded selection is limited by screen resolution #75860 (Faulty selection when zoomed-out). We should move forward with our selection design, get this over with, and make sure snap/selection/... all fall in line with the same design, so no effort is wasted going multiple directions. Worth noting that the VR project, and the eevee / cycles fisheye in the viewport selection task needs an abstraction between what is drawn in the viewport and what we select. It may be possible with the current architecture, but if we are to change things (going cpu?ray cast?) these cases should be taken into consideration.
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Added subscribers: @dfelinto, @ideasman42, @mano-wii

Added subscribers: @dfelinto, @ideasman42, @mano-wii

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Added subscriber: @nokipaike

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Added subscriber: @DanielPaul

Added subscriber: @DanielPaul

Depth select is clearly broken since 2.8, i don't use it anymore, because of the lag it has when eevee is under moderate load.

I really miss it :D
Nice that this is on the list :)

Depth select is clearly broken since 2.8, i don't use it anymore, because of the lag it has when eevee is under moderate load. I really miss it :D Nice that this is on the list :)

Added subscriber: @lemenicier_julien

Added subscriber: @lemenicier_julien

@DanielPaul, is there a bug report about this?

I just tested and it's working properly for me.

@DanielPaul, is there a bug report about this? I just tested and it's working properly for me.

Note that snapping doesn't use the GPU code so I don't think it needs to be mentioned in this task.

Note that snapping doesn't use the GPU code so I don't think it needs to be mentioned in this task.

Added subscriber: @lcas

Added subscriber: @lcas

So bitmap select is weird, it seems like it is currently stuck in this middle ground where it selects too many faces/edges that should be culled https://developer.blender.org/T72842
While also having a problem where it won't select as much as you'd want with high density (or zoomed out far enough) meshes https://developer.blender.org/T63356

I have "fixed" the first problem of selecting too many undrawn edges/faces. You can send it a second bitmap that is just sampling the viewport and seeing how many verts are drawn for each edge or face and filtering out unwanted ones, works great with the exception of getting a corner triangle if you can see all 3 verts of what is an unseen tri. Easy to work with and definitely an improvement. Unfortunately this makes the second problem worse, the amount of density or distance from the mesh is even more sensitive than before. I can live with it though, as a togglable setting for when you are dealing with low-poly or you are zoomed in enough where it makes no difference, but want to be able to near-select without catching a bunch of unwanted edges or faces.

What would be cool is if there way a way to know on a singular face/edge basis when they are being told not to draw themselves fully, like a flag. Is this the case? I'm assuming it isn't because it's proably too heavy to be doing all the time. If it were possible to do that with a reasonable performance I would like to add that to what I've done, where it would at least be accurate when up close / low poly, and then no worse than it currently is when further away / high poly.

Maybe a way forward might be to just use depth / xray select for everything, and have some ability to filter out back-faces or whatever, you know what I mean. To near select with depth select. To be able to flag any vert/edge/face that is "behind" what a near select would give you, and filter them out from the usual xray/depth selection. As far as I've seen there's no issue with distance or density for depth select because it doesn't care whats being drawn or not.

So bitmap select is weird, it seems like it is currently stuck in this middle ground where it selects too many faces/edges that should be culled https://developer.blender.org/T72842 While also having a problem where it won't select as much as you'd want with high density (or zoomed out far enough) meshes https://developer.blender.org/T63356 I have "fixed" the first problem of selecting too many undrawn edges/faces. You can send it a second bitmap that is just sampling the viewport and seeing how many verts are drawn for each edge or face and filtering out unwanted ones, works great with the exception of getting a corner triangle if you can see all 3 verts of what is an unseen tri. Easy to work with and definitely an improvement. Unfortunately this makes the second problem worse, the amount of density or distance from the mesh is even more sensitive than before. I can live with it though, as a togglable setting for when you are dealing with low-poly or you are zoomed in enough where it makes no difference, but want to be able to near-select without catching a bunch of unwanted edges or faces. What would be cool is if there way a way to know on a singular face/edge basis when they are being told not to draw themselves fully, like a flag. Is this the case? I'm assuming it isn't because it's proably too heavy to be doing all the time. If it were possible to do that with a reasonable performance I would like to add that to what I've done, where it would at least be accurate when up close / low poly, and then no worse than it currently is when further away / high poly. Maybe a way forward might be to just use depth / xray select for everything, and have some ability to filter out back-faces or whatever, you know what I mean. To near select with depth select. To be able to flag any vert/edge/face that is "behind" what a near select would give you, and filter them out from the usual xray/depth selection. As far as I've seen there's no issue with distance or density for depth select because it doesn't care whats being drawn or not.
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Reference: blender/blender#68989
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