Commit 0f2676a
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Add an occlusion culling benchmark sample
Measures what a CPU visibility pass costs over a thousand boxes, two ways and at
two ray widths, with the accuracy of each. No shading: this measures visibility.
The per-object pass runs at 0.16 ms and removes two thirds of the draw calls,
about 1% of a 16.6 ms frame. The visibility buffer is four times dearer, culls
less, and is far more accurate. Both numbers come with what they get wrong.
Three things this turned up that are worth having written down:
Packet width has to be asked of the device. rtcIntersect16/rtcOccluded16 may
only be called when RTC_DEVICE_PROPERTY_NATIVE_RAY16_SUPPORTED says so, and
calling them anyway is undefined behaviour: the first version of this sample used
16 and corrupted the heap, surfacing as a crash inside AlignedFree with no hint
of the real cause. The shipped binaries are AVX2, which tops out at 8.
Packets are not automatically faster. They lose the per-object early exit -- once
one sample proves a box visible the rest are wasted, but the lanes are already
committed -- and 9,000 rays with SIMD come out slower than 7,165 without. For the
visibility buffer, where every ray is needed anyway, they draw level.
The obvious per-object test is wrong. An occlusion ray stopping just short of a
sample point on the box has the box occlude itself, since the point sits on its
own surface. Asking what the ray hits first costs more and answers the question
actually being asked.
Accuracy is reported weighted by screen area, not by object count. In a grid this
dense most of what is technically visible is visible through a gap a pixel or two
wide, so a raw count of missed objects reads as alarming while the pass is fine:
163 boxes missed, 3% of the screen.1 parent ca6089b commit 0f2676a
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