Profile and optimize modifiers #75207

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opened 2020-03-30 09:12:55 +02:00 by Jeroen Bakker · 21 comments
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During Animation Playback a fair amount of time is spend for modifier evaluation. We should profile and optimize the most common modifiers used during animation playback.

The next list contains the modifiers and related topics that could be improved

    • SIMD instruction for madd operators (or reduce the number of calls)
    • Armature Modifier
    • Mesh Deform Modifier
    • Corrective Smooth Modifier
    • Lattice Modifier
    • Subdivision
      ** - Reuse UV Layer Subdivision Result
      ** - Try to make subdiv-specific topology-changed check more reusable
    • Ensure at any point of modifier we don't have more CD_* than we have to
During Animation Playback a fair amount of time is spend for modifier evaluation. We should profile and optimize the most common modifiers used during animation playback. The next list contains the modifiers and related topics that could be improved * - [ ] SIMD instruction for `madd` operators (or reduce the number of calls) * - [ ] Armature Modifier * - [ ] Mesh Deform Modifier * - [ ] Corrective Smooth Modifier * - [ ] Lattice Modifier * - [ ] Subdivision ** - [ ] Reuse UV Layer Subdivision Result ** - [ ] Try to make subdiv-specific topology-changed check more reusable * - [ ] Ensure at any point of modifier we don't have more CD_* than we have to
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker

Added subscriber: @Phigon

Added subscriber: @Phigon
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Added subscriber: @Sergey
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100 on the point "Reuse UV Layer Subdivision Result". Thats the main reason why the file in #75579 is slow.

**__100__** on the point "Reuse UV Layer Subdivision Result". Thats the main reason why the file in #75579 is slow.

For the subdivision surface we should look into sparse patches - [x]. It should help with performance with meshes with a lot of non-regular vertices/faces (where refining topology is single threaded and is slow because of a lot of neighborhood lookups to be made).

For the subdivision surface we should look into sparse patches - [x]. It should help with performance with meshes with a lot of non-regular vertices/faces (where refining topology is single threaded and is slow because of a lot of neighborhood lookups to be made). - [x] http://graphics.pixar.com/opensubdiv/docs/release_34.html#sparse-patch-tables
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Added subscriber: @EAW

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Added subscriber: @ckohl_art

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This issue was referenced by 752139556f

This issue was referenced by 752139556f58988d8717e12f6288fdce7eedd2ce
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Added subscriber: @JorgeBernalMartinez

Added subscriber: @JorgeBernalMartinez

Added subscriber: @dr.sybren

Added subscriber: @dr.sybren

This task doesn't contain enough information to actually work on it. I'll summarise it in the parent task #68908 and close this task.
See the 2020-11-12 module meeting notes for more information.

This task doesn't contain enough information to actually work on it. I'll summarise it in the parent task #68908 and close this task. See the [2020-11-12 module meeting notes](https://devtalk.blender.org/t/2020-11-12-animation-rigging-module-meeting/16092) for more information.

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1

So, I think there should be 2 sets of modifiers,

CPU modifiers / GPU modifiers

GPU armature skinning and GPU displace and GPU subdivide should fit in at the end of the pipe
also GPU GEONODES(vertex / compute shader nodes)

this should be reopened.

So, I think there should be 2 sets of modifiers, CPU modifiers / GPU modifiers GPU armature skinning and GPU displace and GPU subdivide should fit in at the end of the pipe also GPU GEONODES(vertex / compute shader nodes) this should be reopened.

Added subscriber: @Supine

Added subscriber: @Supine

What about caching modifiers's results? Eg do not run all modifiers when only last armature modifier have changed.

What about caching modifiers's results? Eg do not run all modifiers when only last armature modifier have changed.
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Reference: blender/blender#75207
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