【发布时间】:2020-01-21 15:40:39
【问题描述】:
我正在使用 Intel(R) Iris(R) Plus Graphics 655 卡在我的笔记本电脑上测试 FPS。 用Instance渲染和merge-drawcall渲染来测试threeJS的例子。
所以我同时使用了 QRCode_buffergeometry.json 模型和 suzanne_buffergeometry.json 模型。 对于 QRCode_buffergeometry.json:顶点:12852,面:4284 对于 suzanne_buffergeometry.json: vertex:1515 face: 967
然后是 suzanne_buffergeometry 的 FPS,计数为 8000:
实例:36
合并:43
原生:从 23 到 35 轮换
对于具有 8000 个计数的 QRCode_buffergeometry 模型:
实例:9
合并:15-17
母语:17-19
我对这种表现感到非常困惑。 1. 据我了解,无论是使用instance还是merge-drawcall,drawcall都固定为1,绘制的总面数相同,为什么merged-drawcall比instance好?由于面和顶点数都相同,我想顶点着色器中发生的变换顶点的情况也应该相同,那么为什么合并更快?
对于 QRCode_buffergeometry 模型,native 和 merge 差不多,而且比 instance 好,所以我猜 CPU 不是瓶颈而是 GPU 是瓶颈,但是最终的绘图数据应该是一样的,我的意思是最终要绘制的面数应该相同,为什么原生更快?,实例不应该是最好的方法吗?我很确定相机的远近足够大,所以应该没有任何剔除问题。
当我试图优化一些大场景时,我应该什么时候选择合并?什么时候选择实例?什么时候不做更好?
有什么帮助吗?
非常感谢~~~
此处附上示例代码
body { margin: 0; }
<div id="container"></div>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.112.1/build/three.module.js';
import Stats from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/libs/stats.module.js';
import {
GUI
} from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/libs/dat.gui.module.js';
import {
OrbitControls
} from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/controls/OrbitControls.js';
import {
BufferGeometryUtils
} from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/utils/BufferGeometryUtils.js';
var container, stats, gui, guiStatsEl;
var camera, controls, scene, renderer, material;
// gui
var Method = {
INSTANCED: 'INSTANCED',
MERGED: 'MERGED',
NAIVE: 'NAIVE'
};
var api = {
method: Method.INSTANCED,
mesh_number: 1,
count_per_mesh: 1000
};
var modelName = 'suzanne_buffergeometry.json';
var modelScale = (modelName === 'suzanne_buffergeometry.json' ? 1 : 0.01);
var modelVertex = (modelName === 'suzanne_buffergeometry.json' ? 1515 : 12852);
var modelFace = (modelName === 'suzanne_buffergeometry.json' ? 967 : 4284);
//
init();
initMesh();
animate();
//
function clean() {
var meshes = [];
scene.traverse(function(object) {
if (object.isMesh) meshes.push(object);
});
for (var i = 0; i < meshes.length; i++) {
var mesh = meshes[i];
mesh.material.dispose();
mesh.geometry.dispose();
scene.remove(mesh);
}
}
var randomizeMatrix = function() {
var position = new THREE.Vector3();
var rotation = new THREE.Euler();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3();
return function(matrix) {
position.x = Math.random() * 40 - 20;
position.y = Math.random() * 40 - 20;
position.z = Math.random() * 40 - 20;
rotation.x = Math.random() * 2 * Math.PI;
rotation.y = Math.random() * 2 * Math.PI;
rotation.z = Math.random() * 2 * Math.PI;
quaternion.setFromEuler(rotation);
scale.x = scale.y = scale.z = Math.random() * modelScale;
matrix.compose(position, quaternion, scale);
};
}();
function initMesh() {
clean();
console.time(api.method + ' (build)');
for (var i = 0; i < api.mesh_number; i++) {
// make instances
new THREE.BufferGeometryLoader()
.setPath('https://threejs.org/examples/models/json/')
.load(modelName, function(geometry) {
material = new THREE.MeshNormalMaterial();
geometry.computeVertexNormals();
switch (api.method) {
case Method.INSTANCED:
makeInstanced(geometry);
break;
case Method.MERGED:
makeMerged(geometry);
break;
case Method.NAIVE:
makeNaive(geometry);
break;
}
});
}
console.timeEnd(api.method + ' (build)');
var drawCalls = 0;
switch (api.method) {
case Method.INSTANCED:
case Method.MERGED:
drawCalls = api.mesh_number;
break;
case Method.NAIVE:
drawCalls = api.mesh_number * api.count_per_mesh;
break;
}
guiStatsEl.innerHTML = [
'<i>GPU draw calls</i>: ' + drawCalls,
'<i>Face Number</i>: ' + (modelFace * api.mesh_number * api.count_per_mesh),
'<i>Vertex Number</i>: ' + (modelVertex * api.mesh_number * api.count_per_mesh)
].join('<br/>');
}
function makeInstanced(geometry, idx) {
var matrix = new THREE.Matrix4();
var mesh = new THREE.InstancedMesh(geometry, material, api.count_per_mesh);
for (var i = 0; i < api.count_per_mesh; i++) {
randomizeMatrix(matrix);
mesh.setMatrixAt(i, matrix);
}
scene.add(mesh);
}
function makeMerged(geometry, idx) {
var instanceGeometry;
var geometries = [];
var matrix = new THREE.Matrix4();
for (var i = 0; i < api.count_per_mesh; i++) {
randomizeMatrix(matrix);
var instanceGeometry = geometry.clone();
instanceGeometry.applyMatrix(matrix);
geometries.push(instanceGeometry);
}
var mergedGeometry = BufferGeometryUtils.mergeBufferGeometries(geometries);
scene.add(new THREE.Mesh(mergedGeometry, material));
}
function makeNaive(geometry, idx) {
var matrix = new THREE.Matrix4();
for (var i = 0; i < api.count_per_mesh; i++) {
randomizeMatrix(matrix);
var mesh = new THREE.Mesh(geometry, material);
mesh.applyMatrix(matrix);
scene.add(mesh);
}
}
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
// camera
camera = new THREE.PerspectiveCamera(70, width / height, 1, 100);
camera.position.z = 30;
// renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
renderer.outputEncoding = THREE.sRGBEncoding;
container = document.getElementById('container');
container.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// controls
controls = new OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
// stats
stats = new Stats();
container.appendChild(stats.dom);
// gui
gui = new GUI();
gui.add(api, 'method', Method).onChange(initMesh);
gui.add(api, 'count_per_mesh', 1, 20000).step(1).onChange(initMesh);
gui.add(api, 'mesh_number', 1, 200).step(1).onChange(initMesh);
var perfFolder = gui.addFolder('Performance');
guiStatsEl = document.createElement('li');
guiStatsEl.classList.add('gui-stats');
perfFolder.__ul.appendChild(guiStatsEl);
perfFolder.open();
// listeners
window.addEventListener('resize', onWindowResize, false);
Object.assign(window, {
scene
});
}
//
function onWindowResize() {
var width = window.innerWidth;
var height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
stats.update();
render();
}
function render() {
renderer.render(scene, camera);
}
//
function getGeometryByteLength(geometry) {
var total = 0;
if (geometry.index) total += geometry.index.array.byteLength;
for (var name in geometry.attributes) {
total += geometry.attributes[name].array.byteLength;
}
return total;
}
// Source: https://stackoverflow.com/a/18650828/1314762
function formatBytes(bytes, decimals) {
if (bytes === 0) return '0 bytes';
var k = 1024;
var dm = decimals < 0 ? 0 : decimals;
var sizes = ['bytes', 'KB', 'MB'];
var i = Math.floor(Math.log(bytes) / Math.log(k));
return parseFloat((bytes / Math.pow(k, i)).toFixed(dm)) + ' ' + sizes[i];
}
</script>
【问题讨论】:
-
AFAIK 大多数 GPU 不在硬件中进行实例化绘图。这是软件优化。您只需调用一次系统即可通过 N 次调用绘制 N 件物品。驱动程序在内部仍然为每个实例设置一次 GPU,因此在内部有效地进行 N 次绘制调用。使用合并的几何图形,您进行一次调用,驱动程序进行一次设置。所以合并通常会更快。至于原生速度更快,这听起来很不寻常。特别是如果您要绘制 8000 个对象。 在问题本身中发布一些代码。
-
谢谢你的回复,正如你所说,集成显卡似乎对实例没有任何帮助,我应该跳过它吗?我附上了代码,它只是对默认测试代码的简单更新。真的很适合表演。
-
看看如何使代码可运行以应对未来的问题
标签: merge three.js webgl instance