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New text: Copyright 2013 Pixar Licensed under the Apache License, Version 2.0 (the "Apache License") with the following modification; you may not use this file except in compliance with the Apache License and the following modification to it: Section 6. Trademarks. is deleted and replaced with: 6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor and its affiliates, except as required to comply with Section 4(c) of the License and to reproduce the content of the NOTICE file. You may obtain a copy of the Apache License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the Apache License with the above modification is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for the specific language governing permissions and limitations under the Apache License.
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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
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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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OSD Overview
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------------
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.. contents::
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:local:
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:backlinks: none
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OpenSubdiv (Osd)
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================
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**Osd** contains client-level code that uses *Far* to create concrete instances of
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meshes. These meshes use precomputed tables from *Hbr* to perform table-driven
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subdivision steps with a variety of massively parallel computational backend
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technologies. **Osd** supports both `uniform subdivision <subdivision_surfaces.html#uniform-subdivision>`__
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and `adaptive refinement <subdivision_surfaces.html#feature-adaptive-subdivision>`__
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with cubic patches.
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----
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Modular Architecture
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====================
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With uniform subdivision the computational backend code performs Catmull-Clark
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splitting and averaging on each face.
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With adaptive subdivision, the Catmull/Clark steps are used to compute the CVs
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of cubic Bezier patches. On modern GPU architectures, bicubic patches can be
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drawn directly on screen at very high resolution using optimized tessellation
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shader paths.
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.. image:: images/osd_layers.png
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Finally, the general manipulation of high-order surfaces also requires functionality
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outside of the scope of pure drawing.
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Following this pattern of general use, **Osd** can be broken down into 3 main
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modules : **Compute**, **Draw** and **Eval**.
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.. image:: images/osd_modules.png
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:align: center
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The modules are designed so that the data being manipulated can be shared and
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interoperated between modules (although not all paths are possible).
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These modules are identified by their name spaces (**OsdRefine**, **OsdDraw**,
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**OsdEval**) and encapsulate atomic functationality. The vertex data is carried
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in interoperable buffers that can be exchanged between modules.
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The typical use pattern is to pose the coarse vertices of a mesh for a given frame.
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The buffer is submitted to the **Refine** module which applies the subdivision rules
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and produces refined control vertices. This new buffer can be passed to the **Draw**
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module which will draw them on screen.
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However, the same buffer of refined control vertices could be passed instead to
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the **Eval** module (and be projected onto another surface for instance) before
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being sent for display to the **Draw** module.
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----
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OsdCompute
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**********
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The Compute module contains the code paths that manage the application of the
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subdivision rules to the vertex data. This module is sufficient for uniform
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subdivision applications.
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----
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OsdDraw
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*******
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The Draw module manages interactions with discrete display devices and provide
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support for interactive drawing of the subdivision surfaces.
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----
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OsdEval
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*******
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The Eval module provides computational APIs for the evaluation of vertex data at
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the limit, ray intersection and point projection.
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OpenSubdiv enforces the same results for the different computation backends with
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a series of regression tests that compare the methods to each other.
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.. container:: impnotip
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* **Important**
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Face-varying smooth data interpolation is currently not supported in **Osd**.
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"Smooth UV" modes of various DCC applications are not supported (yet).
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----
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Cross-Platform Implementation
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=============================
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One of the key goals of OpenSubdiv is to achieve as much cross-platform flexibility
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as possible and leverage all optimized hardware paths where available. This can
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be very challenging however, as there is a very large variety of plaftorms and
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matching APIs available, with very distinct capabilities. The following chart
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illustrates the matrix of back-end APIs supported for each module.
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.. image:: images/osd_backends.png
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:align: center
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Since the **Compute** module performs mostly specialized interpolation computations,
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most GP-GPU and multi-core APIs can be deployed. If the end-goal is to draw the
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surface on screen, it can be very beneficial to move as much of these computations
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to the same GPU device in order to minimize data transfers.
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For instance: pairing a CUDA **Compute** back-end to an OpenGL **Draw** backend
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could be a good choice on hardware and OS that supports both. Similarly, a
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DX11 HLSL-Compute **Compute** back-end can be paired effectively with a DX11
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HLSL-Shading **Draw** back-end. Some pairings however are not possible, as there
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may be no data inter-operation paths available (ex: transferring DX11 compute SRVs
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to GL texture buffers).
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----
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Contexts & Controllers
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======================
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At the core of **Osd** modularization is the need for inter-operating vertex buffer
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data between different APIs. This is achieved through a *"binding"* mechanism.
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Binding Vertex Buffers
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**********************
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Each back-end manages data of 2 types: specific to each primitive manipulated
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(topology, vertex data...), and general state data that is shared by all the
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primitives (compute kernels, device ID...). The first type is contained in a
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"Context" object, the latter manipulated through a singleton "Controller".
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.. image:: images/osd_context_controller.png
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:align: center
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The Context itself holds the data that is specific to both the primitive and
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the operation that needs to be appled (ex: *"drawing"*). It also owns multiple
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buffers of vertex data. Contexts and Controller each have a specific back-end
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API, so only matching back-ends can be paired (ex: an OpenCL Context cannot be
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paired with a CUDA Controller).
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Vertex Buffer Inter-Op
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**********************
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When a Controller needs to perform an operation, it *"binds"* the Context, which
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is the trigger to move the vertex data into the appropriate device memory pool
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(CPU to GPU, GPU to GPU...).
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.. image:: images/osd_controllers.png
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:align: center
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In practice, a given application will maintain singletons of the controllers for
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each of the modules that it uses, and pair them with the Contexts associated with
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each primitive. A given primitive will use one Context for each of the modules that
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it uses.
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Example
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*******
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Here is an example of client code implementation for drawing surfaces using a
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CUDA **Compute** module and an OpenGL **Draw** module.
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.. image:: images/osd_controllers_example1.png
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:align: center
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The client code will construct an OsdCudaComputeController and OsdCudaComputeContext
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for the **Compute** stage, along with an OsdGLDrawController and an OsdGLDrawContext.
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The critical components are the vertex buffers, which must be of type OsdCudaGLVertexBuffer.
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The Contexts and Controllers classes all are specializations of a templated *"Bind"*
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function which will leverage API specific code responsible for the inter-operation
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of the data between the API-specific back-ends.
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