mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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Reorganized Release Notes
Modified Release Notes to be a brief overview of the 3.0 release features, while moving the descriptive text to a new section that outlines the major changes in 3.0 grouped along with the Porting Guide and Subdivision Compatibility document.
This commit is contained in:
parent
0e5b504bca
commit
a51456963c
@ -83,6 +83,7 @@ if (DOCUTILS_FOUND AND PYTHONINTERP_FOUND)
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glviewer.rst
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hbr_overview.rst
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intro.rst
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intro_30.rst
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license.rst
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mod_notes.rst
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maya_osdpolysmooth.rst
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257
documentation/intro_30.rst
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257
documentation/intro_30.rst
Normal file
@ -0,0 +1,257 @@
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..
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Copyright 2013 Pixar
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Licensed under the Apache License, Version 2.0 (the "Apache License")
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with the following modification; you may not use this file except in
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compliance with the Apache License and the following modification to it:
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Section 6. Trademarks. is deleted and replaced with:
|
||||
|
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6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor
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and its affiliates, except as required to comply with Section 4(c) of
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the License and to reproduce the content of the NOTICE file.
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You may obtain a copy of the Apache License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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||||
distributed under the Apache License with the above modification is
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distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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KIND, either express or implied. See the Apache License for the specific
|
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language governing permissions and limitations under the Apache License.
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Introduction to the 3.0 Release
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-------------------------------
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.. contents::
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:local:
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:backlinks: none
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----
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Release 3.0
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===========
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OpenSubdiv 3.0 represents a landmark release, with profound changes to the core
|
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algorithms, simplified APIs, and streamlined GPU execution. Providing
|
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faster, more efficient, and more flexible subdivision code remains our
|
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principal goal. To achieve this, OpenSubdiv 3.0 introduces many
|
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improvements that constitute a fairly radical departure from previous
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versions.
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|
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----
|
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|
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Improved Performance
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********************
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Release 3.0.0 of OpenSubdiv introduces a new set of data structures and
|
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algorithms that greatly enhance performance over previous versions.
|
||||
|
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**Faster Subdivision**
|
||||
|
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A major focus of the 3.0 release is performance. It should provide
|
||||
"out-of-the-box" speed-ups close to an order of magnitude for topology refinement
|
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and analysis (both uniform and adaptive).
|
||||
|
||||
**Introducing Stencil Tables**
|
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|
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OpenSubdiv 3.0 replaces the serialized subdivision tables with factorized
|
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stencil tables. Subdivision tables as implemented in 2.x releases still contain
|
||||
a fairly large amount of data inter-dependencies, which incur penalties from
|
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fences or force additional kernel launches. Most of these dependencies have now
|
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been factorized away in the pre-computation stage, yielding *stencil tables*
|
||||
instead.
|
||||
|
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Stencils remove all data dependencies and simplify all the computations into a
|
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single trivial kernel. This simplification results in a faster pre-computation
|
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stage, faster execution on GPU, with less driver overhead. The new stencil
|
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tables Compute back-end is supported on all the same platforms as previous
|
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releases (except GCD).
|
||||
|
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**Faster, Simpler GPU Kernels**
|
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|
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On the GPU side, the replacement of subdivision tables with stencils greatly
|
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reduces bottlenecks in compute, yielding as much as a 4x interpolation speed-up.
|
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At the same time, stencils reduce the complexity of interpolation to a single
|
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kernel launch per primitive, a critical improvement for mobile platforms.
|
||||
|
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As a result of these changes, compute batching is now trivial, which in turn
|
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enabled API simplifications in the Osd layer.
|
||||
|
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**Unified Adaptive Shaders**
|
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|
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Adaptive tessellation shader configurations have been greatly simplified. The
|
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number of shader configurations has been reduced from a combinatorial per-patch
|
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explosion down to a constant two global configurations. This massive improvement
|
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over the 2.x code base results in significantly faster load times and a reduced
|
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per-frame cost for adaptive drawing.
|
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|
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Similar to compute kernel simplification, this shader simplification has resulted
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in additional simplifications in the Osd layer.
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|
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**Single Crease Patch**
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OpenSubdiv 3.0 newly implements efficient evaluation of semi-smooth
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creases(*) using single crease patches. With this optimization,
|
||||
high-order edge sharpness tags can be handled very efficiently for both
|
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computation time and memory consumption.
|
||||
|
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(*) Niessner et al., Efficient Evaluation of Semi-Smooth Creases in
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Catmull-Clark Subdivision Surfaces. Eurographics (Short Papers). 2012.
|
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|
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**New Irregular Patch Approximations**
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|
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While "legacy" Gregory patch support is still available, we have introduced
|
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several new options for representing irregular patches: Legacy Gregory, fast
|
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Gregory Basis stencils, and BSpline patches. Gregory basis stencils provide
|
||||
the same high quality approximation of Legacy Gregory patches, but execute
|
||||
considerably faster with a simpler GPU representation. While BSpline patches
|
||||
are not as close an approximation as Gregory patches, they enable an entire
|
||||
adaptively refined mesh to be drawn with screen space tessellation via a
|
||||
single global shader configuration (Gregory Basis patches require one
|
||||
additional global shader configuration).
|
||||
|
||||
The new implementations of the GregoryBasis and BSpline approximations relax
|
||||
the previous max valence limit. Users are still encouraged to use models with
|
||||
vertices of low valence for both improved model quality and performance.
|
||||
|
||||
----
|
||||
|
||||
Topological Flexibility
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***********************
|
||||
|
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Given repeated limitations experienced with Hbr as the primary topological
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entry point, OpenSubdiv 3.0 introduces a new *intermediate* topological
|
||||
representation, named **Vtr** (Vectorized Topology Representation). Vtr is
|
||||
much more efficient for the kinds of topological analysis required by Far
|
||||
and additionally is more flexible. As a result, Hbr is no longer a core API
|
||||
of OpenSubdiv. While the code is marked as deprecated, it will remain in the
|
||||
source distribution for legacy and regression purposes.
|
||||
|
||||
Though Vtr is insulated from public access by a topology container in Far (the
|
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Far::TopologyRefiner) -- allowing it to be enhanced in future independent of the
|
||||
public API -- documentation for Vtr can be found `here <vtr_overview.html>`__
|
||||
|
||||
**Now Supporting Non-manifold Topology**
|
||||
|
||||
With topology conversion no longer constrained by Hbr, OpenSubdiv is no
|
||||
longer restricted to meshes of manifold topology. With one exception
|
||||
(non-triangles with Loop subdivision), any set of faces and vertices that can
|
||||
be represented in common container formats such as Obj or Alembic can be
|
||||
represented and subdivided. With future efforts to bring the functionality
|
||||
for the Loop scheme up to par with Catmark, that last remaining topological
|
||||
restriction will hopefully be removed.
|
||||
|
||||
**Simpler Conversion of Topology**
|
||||
|
||||
Several entry-points are now available for client topology, rather than the
|
||||
single incremental assembly of an HbrMesh that previously existed. The new
|
||||
topological relationships can be populated using either a high-level interface
|
||||
where simplicity has been emphasized, or a more complex lower-level interface
|
||||
for enhanced efficiency.
|
||||
|
||||
**Face Varying Topology**
|
||||
|
||||
Previously, face-varying data had to be assigned by value to the vertex for
|
||||
each face, and whether or not the set of values around a vertex was
|
||||
continuous was determined by comparing these values later. In some cases this
|
||||
could result in two values that were not meant to be shared being "welded"
|
||||
together.
|
||||
|
||||
Face-varying data is now specified topologically. Just as the vertex topology
|
||||
is defined from a set of **vertices** and integer references (indices) to
|
||||
these **vertices** for the corner of each face, face-varying topology is
|
||||
defined from a set of **values** and integer references (indices) to these
|
||||
**values** for the corner of each face. So if values are to be considered
|
||||
distinct around a vertex, they are given distinct indices and no comparison
|
||||
of values is ever performed. Note that the number of **vertices** and
|
||||
**values** will typically differ, but since indices are assigned to the
|
||||
corners of all faces for both, the total number of indices assigned to all
|
||||
faces will be the same.
|
||||
|
||||
This ensures that OpenSubdiv's face-varying topology matches what is specified
|
||||
in common geometry container formats like Obj or Alembic. It also allows for
|
||||
more efficient processing of face-varying values during refinement, and so the
|
||||
cost of interpolating a set of face-varying data should now be little more than
|
||||
the cost of interpolating a similar set of vertex data (depending on the number
|
||||
of distinct face-varying values versus the number of vertices).
|
||||
|
||||
**No more fixed valence tables**
|
||||
|
||||
All tables that restricted the valence of a vertex to some relatively small
|
||||
table size have now been removed. Limit properties of extra-ordinary vertices
|
||||
are computed for arbitrary valence and new patch types no longer rely on small
|
||||
table sizes.
|
||||
|
||||
The only restriction on valence that exists is within the new topology
|
||||
representation, which restricts it to the size of an unsigned 16-bit integer
|
||||
(65,535). This limit could also be removed, by recompiling with a certain
|
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size changed from 16- to 32-bits, but doing so would increase the memory cost
|
||||
for all common cases. We feel the 16-bit limit was a reasonable compromise.
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----
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Subdivision Core (Sdc)
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**********************
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In consideration of the past (Hbr), present (Vtr) and future representations,
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all low-level details fundamental to subdivision and the specific subdivision
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schemes have been factored into a new low-level layer (the lowest) called Sdc.
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This layer encapsulates the full set of applicable options, the formulae
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required to support semi-sharp creasing, the formulae for the refinement masks
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of each subdivision scheme, etc.
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Sdc provides the low-level nuts and bolts to provide a subdivision
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implementation consistent with OpenSubdiv. It is used internally by Vtr and
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Far but can also provide client-code with an existing implementation of their
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own with the details to make that implementation consistent with OpenSubdiv.
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The documentation for Sdc can be found `here <sdc_overview.html>`__
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----
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New Source-Code Style
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*********************
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OpenSubdiv 3.0 replaces naming prefixes with C++ namespaces for all API layers,
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bringing the source style more in line with contemporary specifications
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(mostly inspired from the `Google C++ Style Guide
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<http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml>`__).
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The large-scale changes introduced in this release generally break compatibility
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with existing client-code. However, this gives us the opportunity to effect
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some much needed updates to our code-style guidelines and general conventions,
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throughout the entire OpenSubdiv code-base. We are hoping to drastically
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improve the quality, consistency and readability of the source code.
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----
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New Tutorials
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*************
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Documentation has been re-organized and fleshed out (although there is still a
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lot of work remaining). Because the "code examples" have been generally overly
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complicated, with this release we are introducing a number of new `tutorials
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<tutorials.html>`__. We are trying to keep these tutorials as simple as
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possible, with no external dependencies (although some of them generate OBJ or
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Maya MEL scripts as a way of visualizing the output). We are planning on releasing
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more tutorials as time and resources allow.
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||||
----
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Porting Guide
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*************
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Please see the `Porting Guide <porting.html>`__. for help on how to port
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existing code written for OpenSubdiv 2.x to the new 3.0 release.
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----
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Subdivision Compatibility
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*************************
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The 3.0 release has changed some of the subdivision rules. The list of major
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changes is outlined in the `Subdivision Compatibility <compatibility.html>`__.
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document.
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@ -41,10 +41,11 @@
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<li><a href="roadmap.html">Roadmap</a></li>
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</ul>
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<p></p>
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<li>Porting and Compatibility</li>
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<li><a href="intro_30.html">Introduction to 3.0</a></li>
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<ul>
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<li><a href="intro_30.html">Major Changes in 3.0</a></li>
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<li><a href="porting.html">Porting Guide: 2.0 to 3.0</a></li>
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<li><a href="compatibility.html">Subdivision Compatibility Guide</a></li>
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<li><a href="compatibility.html">Subdivision Compatibility</a></li>
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</ul>
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<p></p>
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<li><a href="mod_notes.html">Modeling Tips</a>
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|
@ -22,8 +22,8 @@
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language governing permissions and limitations under the Apache License.
|
||||
|
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||||
3.0.0 Release Notes
|
||||
------------------------
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3.0 Release Notes
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||||
-----------------
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|
||||
.. contents::
|
||||
:local:
|
||||
@ -31,276 +31,64 @@
|
||||
|
||||
----
|
||||
|
||||
Release 3.0
|
||||
===========
|
||||
|
||||
OpenSubdiv 3.0 represents a landmark release, with profound changes to the core
|
||||
algorithms, simplified APIs, and streamlined GPU execution. Providing
|
||||
faster, more efficient, and more flexible subdivision code remains our
|
||||
principal goal. To achieve this, OpenSubdiv 3.0 introduces many
|
||||
improvements that constitute a fairly radical departure from previous
|
||||
versions.
|
||||
|
||||
----
|
||||
|
||||
Improved Performance
|
||||
********************
|
||||
|
||||
Release 3.0.0 of OpenSubdiv introduces a new set of data structures and
|
||||
algorithms that greatly enhance performance over previous versions.
|
||||
|
||||
**Faster Subdivision**
|
||||
|
||||
A major focus of the 3.0 release is performance. It should provide
|
||||
"out-of-the-box" speed-ups close to an order of magnitude for topology refinement
|
||||
and analysis (both uniform and adaptive).
|
||||
|
||||
**Introducing Stencil Tables**
|
||||
|
||||
OpenSubdiv 3.0 replaces the serialized subdivision tables with factorized
|
||||
stencil tables. Subdivision tables as implemented in 2.x releases still contain
|
||||
a fairly large amount of data inter-dependencies, which incur penalties from
|
||||
fences or force additional kernel launches. Most of these dependencies have now
|
||||
been factorized away in the pre-computation stage, yielding *stencil tables*
|
||||
instead.
|
||||
|
||||
Stencils remove all data dependencies and simplify all the computations into a
|
||||
single trivial kernel. This simplification results in a faster pre-computation
|
||||
stage, faster execution on GPU, with less driver overhead. The new stencil
|
||||
tables Compute back-end is supported on all the same platforms as previous
|
||||
releases (except GCD).
|
||||
|
||||
**Faster, Simpler GPU Kernels**
|
||||
|
||||
On the GPU side, the replacement of subdivision tables with stencils greatly
|
||||
reduces bottlenecks in compute, yielding as much as a 4x interpolation speed-up.
|
||||
At the same time, stencils reduce the complexity of interpolation to a single
|
||||
kernel launch per primitive, a critical improvement for mobile platforms.
|
||||
|
||||
As a result of these changes, compute batching is now trivial, which in turn
|
||||
enabled API simplifications in the Osd layer.
|
||||
|
||||
**Unified Adaptive Shaders**
|
||||
|
||||
Adaptive tessellation shader configurations have been greatly simplified. The
|
||||
number of shader configurations has been reduced from a combinatorial per-patch
|
||||
explosion down to a constant two global configurations. This massive improvement
|
||||
over the 2.x code base results in significantly faster load times and a reduced
|
||||
per-frame cost for adaptive drawing.
|
||||
|
||||
Similar to compute kernel simplification, this shader simplification has resulted
|
||||
in additional simplifications in the Osd layer.
|
||||
|
||||
**Single Crease Patch**
|
||||
|
||||
OpenSubdiv 3.0 newly implements efficient evaluation of semi-smooth
|
||||
creases(*) using single crease patches. With this optimization,
|
||||
high-order edge sharpness tags can be handled very efficiently for both
|
||||
computation time and memory consumption.
|
||||
|
||||
(*) Niessner et al., Efficient Evaluation of Semi-Smooth Creases in
|
||||
Catmull-Clark Subdivision Surfaces. Eurographics (Short Papers). 2012.
|
||||
|
||||
**New Irregular Patch Approximations**
|
||||
|
||||
While "legacy" Gregory patch support is still available, we have introduced
|
||||
several new options for representing irregular patches: Legacy Gregory, fast
|
||||
Gregory Basis stencils, and BSpline patches. Gregory basis stencils provide
|
||||
the same high quality approximation of Legacy Gregory patches, but execute
|
||||
considerably faster with a simpler GPU representation. While BSpline patches
|
||||
are not as close an approximation as Gregory patches, they enable an entire
|
||||
adaptively refined mesh to be drawn with screen space tessellation via a
|
||||
single global shader configuration (Gregory Basis patches require one
|
||||
additional global shader configuration).
|
||||
|
||||
The new implementations of the GregoryBasis and BSpline approximations relax
|
||||
the previous max valence limit. Users are still encouraged to use models with
|
||||
vertices of low valence for both improved model quality and performance.
|
||||
|
||||
----
|
||||
|
||||
Topological Flexibility
|
||||
***********************
|
||||
|
||||
Given repeated limitations experienced with Hbr as the primary topological
|
||||
entry point, OpenSubdiv 3.0 introduces a new *intermediate* topological
|
||||
representation, named **Vtr** (Vectorized Topology Representation). Vtr is
|
||||
much more efficient for the kinds of topological analysis required by Far
|
||||
and additionally is more flexible. As a result, Hbr is no longer a core API
|
||||
of OpenSubdiv. While the code is marked as deprecated, it will remain in the
|
||||
source distribution for legacy and regression purposes.
|
||||
|
||||
Though Vtr is insulated from public access by a topology container in Far (the
|
||||
Far::TopologyRefiner) -- allowing it to be enhanced in future independent of the
|
||||
public API -- documentation for Vtr can be found `here <vtr_overview.html>`__
|
||||
|
||||
**Now Supporting Non-manifold Topology**
|
||||
|
||||
With topology conversion no longer constrained by Hbr, OpenSubdiv is no
|
||||
longer restricted to meshes of manifold topology. With one exception
|
||||
(non-triangles with Loop subdivision), any set of faces and vertices that can
|
||||
be represented in common container formats such as Obj or Alembic can be
|
||||
represented and subdivided. With future efforts to bring the functionality
|
||||
for the Loop scheme up to par with Catmark, that last remaining topological
|
||||
restriction will hopefully be removed.
|
||||
|
||||
**Simpler Conversion of Topology**
|
||||
|
||||
Several entry-points are now available for client topology, rather than the
|
||||
single incremental assembly of an HbrMesh that previously existed. The new
|
||||
topological relationships can be populated using either a high-level interface
|
||||
where simplicity has been emphasized, or a more complex lower-level interface
|
||||
for enhanced efficiency.
|
||||
|
||||
**Face Varying Topology**
|
||||
|
||||
Previously, face-varying data had to be assigned by value to the vertex for
|
||||
each face, and whether or not the set of values around a vertex was
|
||||
continuous was determined by comparing these values later. In some cases this
|
||||
could result in two values that were not meant to be shared being "welded"
|
||||
together.
|
||||
|
||||
Face-varying data is now specified topologically. Just as the vertex topology
|
||||
is defined from a set of **vertices** and integer references (indices) to
|
||||
these **vertices** for the corner of each face, face-varying topology is
|
||||
defined from a set of **values** and integer references (indices) to these
|
||||
**values** for the corner of each face. So if values are to be considered
|
||||
distinct around a vertex, they are given distinct indices and no comparison
|
||||
of values is ever performed. Note that the number of **vertices** and
|
||||
**values** will typically differ, but since indices are assigned to the
|
||||
corners of all faces for both, the total number of indices assigned to all
|
||||
faces will be the same.
|
||||
|
||||
This ensures that OpenSubdiv's face-varying topology matches what is specified
|
||||
in common geometry container formats like Obj or Alembic. It also allows for
|
||||
more efficient processing of face-varying values during refinement, and so the
|
||||
cost of interpolating a set of face-varying data should now be little more than
|
||||
the cost of interpolating a similar set of vertex data (depending on the number
|
||||
of distinct face-varying values versus the number of vertices).
|
||||
|
||||
**No more fixed valence tables**
|
||||
|
||||
All tables that restricted the valence of a vertex to some relatively small
|
||||
table size have now been removed. Limit properties of extra-ordinary vertices
|
||||
are computed for arbitrary valence and new patch types no longer rely on small
|
||||
table sizes.
|
||||
|
||||
The only restriction on valence that exists is within the new topology
|
||||
representation, which restricts it to the size of an unsigned 16-bit integer
|
||||
(65,535). This limit could also be removed, by recompiling with a certain
|
||||
size changed from 16- to 32-bits, but doing so would increase the memory cost
|
||||
for all common cases. We feel the 16-bit limit was a reasonable compromise.
|
||||
|
||||
----
|
||||
|
||||
Subdivision Core (Sdc)
|
||||
**********************
|
||||
|
||||
In consideration of the past (Hbr), present (Vtr) and future representations,
|
||||
all low-level details fundamental to subdivision and the specific subdivision
|
||||
schemes have been factored into a new low-level layer (the lowest) called Sdc.
|
||||
This layer encapsulates the full set of applicable options, the formulae
|
||||
required to support semi-sharp creasing, the formulae for the refinement masks
|
||||
of each subdivision scheme, etc.
|
||||
|
||||
Sdc provides the low-level nuts and bolts to provide a subdivision
|
||||
implementation consistent with OpenSubdiv. It is used internally by Vtr and
|
||||
Far but can also provide client-code with an existing implementation of their
|
||||
own with the details to make that implementation consistent with OpenSubdiv.
|
||||
|
||||
The documentation for Sdc can be found `here <sdc_overview.html>`__
|
||||
|
||||
----
|
||||
|
||||
New Source-Code Style
|
||||
*********************
|
||||
|
||||
OpenSubdiv 3.0 replaces naming prefixes with C++ namespaces for all API layers,
|
||||
bringing the source style more in line with contemporary specifications
|
||||
(mostly inspired from the `Google C++ Style Guide
|
||||
<http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml>`__).
|
||||
|
||||
The large-scale changes introduced in this release generally break compatibility
|
||||
with existing client-code. However, this gives us the opportunity to effect
|
||||
some much needed updates to our code-style guidelines and general conventions,
|
||||
throughout the entire OpenSubdiv code-base. We are hoping to drastically
|
||||
improve the quality, consistency and readability of the source code.
|
||||
|
||||
----
|
||||
|
||||
New Tutorials
|
||||
*************
|
||||
|
||||
Documentation has been re-organized and fleshed out (although there is still a
|
||||
lot of work remaining). Because the "code examples" have been generally overly
|
||||
complicated, with this release we are introducing a number of new `tutorials
|
||||
<tutorials.html>`__. We are trying to keep these tutorials as simple as
|
||||
possible, with no external dependencies (although some of them generate OBJ or
|
||||
Maya MEL scripts as a way of visualizing the output). We are planning on releasing
|
||||
more tutorials as time and resources allow.
|
||||
|
||||
----
|
||||
|
||||
RC2 Release Notes
|
||||
==================
|
||||
|
||||
Release Candidate 2 includes following bug fixes and updates.
|
||||
|
||||
* Documentation updates
|
||||
|
||||
* API fixes
|
||||
|
||||
* Fixed a LimitStencilTableFactory bug, which returns an invalid table
|
||||
|
||||
* PatchParam encoding changed to support refinement levels up to 10
|
||||
|
||||
* Build issue fixes
|
||||
|
||||
* Added Xinerama link dependency
|
||||
|
||||
* Fixed MSVC 32bit build problem
|
||||
|
||||
* Fixed minor cmake issues
|
||||
|
||||
* Examples/Tutorials fixes and updates
|
||||
|
||||
* Fixed glViewer/farViewer stability bugs
|
||||
|
||||
* far_tutorial_3 updates for the multiple face-varying channels
|
||||
|
||||
* maya example plugin interpolates a UV channel and a vertex color channel
|
||||
|
||||
RC1 Release Notes
|
||||
==================
|
||||
|
||||
Release Candidate 1 is a short-lived release intended for stabilization before
|
||||
the official 3.0 release. The APIs are now locked restricted to bug fixes and
|
||||
documentation changes.
|
||||
|
||||
It's been a very active beta cycle and we've received and incorporated great
|
||||
feedback. A larger than expected subset of the API has changed since the beta
|
||||
release, to the overall benefit of the library. These changes lay a strong
|
||||
foundation for future, stable 3.0 point releases.
|
||||
|
||||
Notable API changes in between 3.0-beta and 3.0-RC1 include:
|
||||
|
||||
* Far::TopologyRefiner was split into several classes to clarify and focus
|
||||
the API. Specifically, all level-related methods were moved to a new
|
||||
class Far::TopologyLevel for inspection of a level in the hierarchy.
|
||||
Similarly, all methods related to client "primvar" data, i.e. the suite
|
||||
of Interpolate<T>() and Limit<T>() methods, were moved to a new class
|
||||
Far::PrimvarRefiner.
|
||||
Release 3.0.0
|
||||
=============
|
||||
|
||||
**New Features**
|
||||
- Faster subdivision using less memory
|
||||
- Introduction of Stencil Tables
|
||||
- Faster, simple GPU kernels
|
||||
- Unified adaptive shaders
|
||||
- Single Crease Patch
|
||||
- New Irregular Patch approximations
|
||||
- Support for non-manifold topology
|
||||
- Simpler conversion of topology
|
||||
- Face-Varying topology
|
||||
- Elmination of fixed valence tables
|
||||
- New coding style
|
||||
- More documentation and tutorials
|
||||
- For more, information please see `Introduction to 3.0 <intro_30.html>`__
|
||||
|
||||
|
||||
Release 3.0.0 RC2
|
||||
=================
|
||||
|
||||
**New Features**
|
||||
- Documentation updates
|
||||
- far_tutorial_3 updates for the multiple face-varying channels
|
||||
- maya example plugin interpolates a UV channel and a vertex color channel
|
||||
|
||||
**Bug Fixes**
|
||||
- Fixed a LimitStencilTableFactory bug, which returns an invalid table
|
||||
- PatchParam encoding changed to support refinement levels up to 10
|
||||
- Added Xinerama link dependency
|
||||
- Fixed MSVC 32bit build problem
|
||||
- Fixed minor cmake issues
|
||||
- Fixed glViewer/farViewer stability bugs
|
||||
|
||||
|
||||
Release 3.0.0 RC1
|
||||
=================
|
||||
|
||||
**Changes**
|
||||
- Far::TopologyRefiner was split into several classes to clarify and focus
|
||||
the API. Specifically, all level-related methods were moved to a new
|
||||
class Far::TopologyLevel for inspection of a level in the hierarchy.
|
||||
Similarly, all methods related to client "primvar" data, i.e. the suite
|
||||
of Interpolate<T>() and Limit<T>() methods, were moved to a new class
|
||||
Far::PrimvarRefiner.
|
||||
|
||||
- Interpolation of Vertex and Varying primvars in a single pass is no longer
|
||||
supported. As a result, AddVaryingWithWeight() is no longer required and
|
||||
InterpolateVarying() must be called explicitly, which calls
|
||||
AddWithWeight(), instead of AddVaryingWithWeight().
|
||||
|
||||
* Interpolation of Vertex and Varying primvars in a single pass is no longer
|
||||
supported. As a result, AddVaryingWithWeight() is no longer required and
|
||||
InterpolateVarying() must be called explicitly, which calls AddWithWeight(),
|
||||
instead of AddVaryingWithWeight().
|
||||
|
||||
* The Osd layer was largely refactored to remove old designs that were
|
||||
originally required to support large numbers of kernel and shader
|
||||
configurations (thanks to stencils and unified shading).
|
||||
- The Osd layer was largely refactored to remove old designs that were
|
||||
originally required to support large numbers of kernel and shader
|
||||
configurations (thanks to stencils and unified shading).
|
||||
|
||||
Beta Release Notes
|
||||
|
||||
Release 3.0.0 Beta
|
||||
==================
|
||||
|
||||
Our intentions as open-source developers is to give as much access to our code,
|
||||
|
Loading…
Reference in New Issue
Block a user