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https://github.com/PixarAnimationStudios/OpenSubdiv
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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 device dependent code that makes *Far* structures
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available on various backends such as TBB, CUDA, OpenCL, GLSL, etc.
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The main roles of **Osd** are:
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- **Refinement**
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Compute stencil-based uniform/adaptive subdivision on CPU/GPU backends
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- **Limit Stencil Evaluation**
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Compute limit surfaces by limit stencils on CPU/GPU backends
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- **Limit Evaluation with PatchTable**
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Compute limit surfaces by patch evaluation on CPU/GPU backends
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- **OpenGL/DX11 Drawing with hardware tessellation**
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Provide GLSL/HLSL tessellation functions for patch table
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- **Interleaved/Batched buffer configuration**
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Provide consistent buffer descriptor to deal with arbitrary buffer layout.
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- **Cross-Platform Implementation**
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Provide convenient classes to interop between compute and draw APIs
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These are independently used by clients. For example, a client can use only
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the limit stencil evaluation, or a client can refine subdivision surfaces
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and draw them with the PatchTable and **Osd** tessellation shaders.
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All device specific evaluation kernels are implemented in the Evaluator classes.
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Since Evaluators don't own vertex buffers, clients should provide their own
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buffers as a source and destination. There are some interop classes defined
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in **Osd** for convenience.
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OpenSubdiv utilizes a series of regression tests to compare and enforce
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identical results across different computational devices.
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----
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Refinement
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==========
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**Osd** supports both uniform and
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`feature adaptive <subdivision_surfaces.html#feature-adaptive>`__ subdivision.
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.. image:: images/osd_refinement.png
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:align: center
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Once clients create a Far::StencilTable for the topology, they can convert it into
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device-specific stencil tables if necessary. The following table shows which evaluator
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classes and stencil table interfaces can be used together. Note that while **Osd**
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provides these stencil table classes which can be easily constructed from Far::StencilTable,
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clients aren't required to use these table classes. Clients may have their own entities
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as a stencil tables as long as Evaluator::EvalStencils() can access the necessary interfaces.
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+-----------------------------+-----------------------+-------------------------+
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| Backend | Evaluator class | compatible stencil table|
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+=============================+=======================+=========================+
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| CPU (CPU single-threaded) | CpuEvaluator | Far::StencilTable |
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+-----------------------------+-----------------------+-------------------------+
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| TBB (CPU multi-threaded) | TbbEvaluator | Far::StencilTable |
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+-----------------------------+-----------------------+-------------------------+
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| OpenMP (CPU multi-threaded) | OmpEvaluator | Far::StencilTable |
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+-----------------------------+-----------------------+-------------------------+
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| CUDA (GPU) | CudaEvaluator | CudaStencilTable |
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+-----------------------------+-----------------------+-------------------------+
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| OpenCL (CPU/GPU) | CLEvaluator | CLStencilTable |
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+-----------------------------+-----------------------+-------------------------+
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| GL ComputeShader (GPU) | GLComputeEvaluator | GLStencilTableSSBO |
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+-----------------------------+-----------------------+-------------------------+
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| GL Transform Feedback (GPU) | GLXFBEvaluator | GLStencilTableTBO |
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+-----------------------------+-----------------------+-------------------------+
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| DX11 ComputeShader (GPU) | D3D11ComputeEvaluator | D3D11StencilTable |
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+-----------------------------+-----------------------+-------------------------+
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Limit Stencil Evaluation
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========================
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Limit stencil evaluation is quite similar to refinement in **Osd**. At first
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clients create Far::LimitStencilTable for the locations to evaluate the limit
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surfaces, then convert it into an evaluator compatible stencil table and call
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Evaluator::EvalStencils().
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.. image:: images/osd_limitstencil.png
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:align: center
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Limit Evaluation with PatchTable
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================================
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Another way to evaluate the limit surfaces is to use the PatchTable.
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Once all control vertices and local points are resolved by the stencil evaluation,
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**Osd** can evaluate the limit surfaces through the PatchTable.
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.. image:: images/osd_limiteval.png
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:align: center
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+-----------------------------+-------------------------+-------------------------+
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| Backend | Evaluator class | compatible patch table|
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+=============================+=========================+=========================+
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| CPU (CPU single-threaded) | CpuEvaluator | CpuPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| TBB (CPU multi-threaded) | TbbEvaluator | CpuPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| OpenMP (CPU multi-threaded) | OmpEvaluator | CpuPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| CUDA (GPU) | CudaEvaluator | CudaPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| OpenCL (CPU/GPU) | CLEvaluator | CLPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| GL ComputeShader (GPU) | GLComputeEvaluator | GLPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| GL Transform Feedback (GPU) | GLXFBEvaluator | GLPatchTable |
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+-----------------------------+-------------------------+-------------------------+
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| DX11 ComputeShader (GPU) | | D3D11ComputeEvaluator | D3D11PatchTable |
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| | | (*)not yet supported | |
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+-----------------------------+-------------------------+-------------------------+
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.. container:: notebox
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**Release Notes (3.0.0)**
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* GPU limit evaluation backends (Evaluator::EvalPatches()) only support
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BSpline patches. Clients need to specify BSpline approximation for endcap
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when creating a patch table. See `end capping <far_overview.html#endcap>`__.
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OpenGL/DX11 Drawing with Hardware Tessellation
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==============================================
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One of the most interesting use cases of the **Osd** layer is realtime drawing
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of subdivision surfaces using hardware tessellation. This is somewhat similar to
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limit evaluation with PatchTable described above. Drawing differs from limit
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evaluation in that **Osd** provides shader snippets for patch evaluation and
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clients will inject them into their own shader source.
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.. image:: images/osd_draw.png
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:align: center
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See `shader interface <osd_shader_interface.html>`__ for a more detailed discussion of the shader interface.
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----
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Interleaved/Batched Buffer Configuration
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========================================
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All **Osd** layer APIs assume that each primitive variables to be computed
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(points, colors, uvs ...) are contiguous arrays of 32bit floating point values.
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The **Osd** API refers to such an array as a "buffer". A buffer can exist on CPU memory or
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GPU memory. **Osd** Evaluators typically take one source buffer and one destination
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buffer, or three destination buffers if derivatives are being computed.
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**Osd** Evaluators also take BufferDescriptors,
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that are used to specify the layout of the source and destination buffers.
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A BufferDescriptor is a struct of 3 integers which specify an offset, length and stride.
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For example:
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+-----------+-----------+-----------+
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| Vertex 0 | Vertex 1 | ... |
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+---+---+---+---+---+---+-----------+
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| X | Y | Z | X | Y | Z | ... |
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+---+---+---+---+---+---+-----------+
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The layout of this buffer can be described as
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.. code:: c++
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Osd::BufferDescriptor desc(/*offset = */ 0, /*length = */ 3, /*stride = */ 3);
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BufferDescriptor can be used for an interleaved buffer too.
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+---------------------------+---------------------------+-------+
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| Vertex 0 | Vertex 1 | ... |
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+---+---+---+---+---+---+---+---+---+---+---+---+---+---+-------+
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| X | Y | Z | R | G | B | A | X | Y | Z | R | G | B | A | ... |
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+---+---+---+---+---+---+---+---+---+---+---+---+---+---+-------+
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.. code:: c++
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Osd::BufferDescriptor xyzDesc(0, 3, 7);
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Osd::BufferDescriptor rgbaDesc(3, 4, 7);
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Although the source and destination buffers don't need to be the same buffer for
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EvalStencils(), adaptive patch tables are constructed to first index the coarse
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vertices and the refined vertices immediately afterward. In this case, the
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BufferDescriptor for the destination should include the offset as the number of coarse
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vertices to be skipped.
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+-----------------------------------+-----------------------------------+
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| Coarse vertices (n) : Src | Refined vertices : Dst |
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+-----------+-----------+-----------+-----------+-----------+-----------+
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| Vertex 0 | Vertex 1 | ... | Vertex n | Vertex n+1| |
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+---+---+---+---+---+---+-----------+---+---+---+---+---+---+-----------+
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| X | Y | Z | X | Y | Z | ... | X | Y | Z | X | Y | Z | ... |
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+---+---+---+---+---+---+-----------+---+---+---+---+---+---+-----------+
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.. code:: c++
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Osd::BufferDescriptor srcDesc(0, 3, 3);
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Osd::BufferDescriptor dstDesc(n*3, 3, 3);
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Also note that the source descriptor doesn't have to start with offset = 0.
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This is useful when a client has a big buffer with multiple objects batched together.
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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 as there is a very large variety of plaftorms and APIs
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available, with very distinct capabilities.
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In **Osd**, Evaluators don't care about interops between those APIs. All Evaluators
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have two kinds of APIs for both EvalStencils() and EvalPatches().
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- Explicit signatures which directly take device-specific buffer representation
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(e.g., pointer for CpuEvaluator, GLuint buffer for GLComputeEvaluator, etc.)
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- Generic signatures which take arbitrary buffer classes. The buffer class
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is required to have a certain method to return the device-specific buffer representation.
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The later interface is useful if the client supports multiple backends at the same time.
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The methods that need to be implemented for the Evaluators are:
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+-----------------------+------------------------+------------------+
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| Evaluator class | object | method |
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+=======================+========================+==================+
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| | CpuEvaluator | pointer to cpu memory | BindCpuBuffer() |
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| | TbbEvaluator | | |
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| | OmpEvaluator | | |
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+-----------------------+------------------------+------------------+
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| CudaEvaluator | pointer to cuda memory | BindCudaBuffer() |
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+-----------------------+------------------------+------------------+
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| CLEvaluator | cl_mem | BindCLBuffer() |
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+-----------------------+------------------------+------------------+
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| | GLComputeEvaluator | GL buffer object | BindVBO() |
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| | GLXFBEvaluator | | |
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+-----------------------+------------------------+------------------+
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| D3D11ComputeEvaluator | D3D11 UAV | BindD3D11UAV() |
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+-----------------------+------------------------+------------------+
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The buffers can use these methods as a trigger of interop. **Osd** provides a default
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implementation of interop buffer for most of the backend combinations.
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For example, if the client wants to use CUDA as a computation backend and use OpenGL
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as the drawing API, Osd::CudaGLVertexBuffer fits the case since it implements
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BindCudaBuffer() and BindVBO(). Again, clients can implement their own buffer
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class and pass it to the Evaluators.
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