Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

2026/02/16

IBL Optimization Study III: Shared memory and Latency Hiding

Last time, we looked at precomputing irradiance using spherical harmonics and how the math can be simplified compared to the expressions commonly used. This time, we're back to looking at performance captures in NSight to try to squeeze more time out of our GGX prefiltering, especially on lower end hardware.

At the end of last post, our execution times looked something like this


RTX 5080

RTX 3050 Ti


GGX filter (ms)

Total (ms)

GGX filter (ms)

Total (ms)

Initial

0.18

0.22

2.17

2.35


Given those numbers, I'm going to focus on optimizing for the 3050. The first thing I tried was to use CopyTextureRegion for copying mip 0 instead of doing that manually in the shader. The hope here was that maybe the built-in implementation would hit some internal fast path and be faster than my manual copy. But this introduces a resource state transition barrier between mip 0 and mip 1, and didn't make any performance difference on either platform, so I'll revert this later.

Partial Unroll


NSight GPU Trace on NVidia 3050Ti

Looking at the perf captures in NSight, though, I noticed a few things. My occupancy could be better. I am getting about 32 warps out of the 48 you can reach on Ampere cards. Memory throughput is actually pretty low - about 23%, so we're not saturating bandwidth. Yet 75% of the time the shader is waiting on texture samples. This suggests we're not doing a good job at hiding our latency.
One thing we can do to improve this is partial unrolling. Our shader is basically a huge loop where we read from a texture at the start, wait for it, then do some math. So if, instead of taking one sample per iteration, we take two, the compiler will have some room to move the texture reads around and schedule the code more efficiently. So I extracted the code inside the loop into a separate function, and the loop now looks like this:

2026/01/20

IBL Optimization Study II: Faster Irradiance

 Today, we're picking up right were we left last post. We are looking at building our irradiance map. As a refresher, the irradiance map is a low resolution cubemap where each texel corresponts to the cosine weighted integral of the incoming radiance across the hemisphere centered on that texel's direction. Given that description, it seems like a reasonable choice to build the irradiance map would be to solve the integral with importance sampling. Choose N samples from a cosine weighted distribution, and average them. And that, with N=1024 samples, is the approach chosen by the coding agent for writing our "initial implementation".

If you recall from the previous post, though, this came with a couple issues. First, we found siginificant aliasing artifacts in the cubemap. The following image is a capture of our irradiance cubemap, at it's current resolution of 32x32 texels per face, where I've highlighted some of the areas that show these aliasing artifacts.

Initial irradiance cube at 32x32 texels per face. Aliasing artifacts highlighted in yellow.

We could mitigate this by increasing the number of samples, but this would increase the cost. And that is precisely the second issue: computing this low resolution irradiance map is already pretty expensive. To fix those two issues, we are going to completely rewrite the algorithm, and instead implement a version of Ramamoorthi's spherical harmonics irradiance. However, we're going to go one step further and fully resolve some of the math analitically, not so much for the speed up, but because it will make the implementation cleaner and simpler to understand.

2025/12/29

IBL Optimization Study

This is the first post in a series dedicated to Image-Based Lighting. This is a very common technique in modern videogames used to implement indirect lighting. My original idea was to use this problem as an excuse to explore the use of AI coding agents.

At first, the idea looked promising. I was able to blast through the implementation really quickly and get to a working prototype - which is, in itself, a good result. However, on closer inspection the implementation was actually quite bad, and it ran really slow. It reminded me of the work a very junior engineer might produce. Which gave me the idea that a better project could be to take this initial working implementation, and guide you through my process of fixing it and optimizing it, as one would in a real world production environment.

 The intern is gone, and you're left with his half finished, promising project that you need to turn into something actually usable.

Without further ado, let's dive right in.

2018/06/21

The other Pathtracer 4: Optimizing AABB-Ray intersection

This post is about optimizing the AABB tree that we're using as our main acceleration structure.
I will use the polly scene from previous post for the tests, but have increased the output resolution to get results a bit more meaningful.



Initial performance:
Scene: Project Polly
Resolution: fullHD 1920x1080
Primary rays per pixel: 64
Results: 200 s, ~660k Rays/s

Taking a first look at the profiler, there's an obvious fail:

2018/06/17

The other pathtracer 3: Complex scenes



Going from 1 triangle to many triangles is a trivial thing to do. At least if you don't care about performance at all. Just add a vector of triangles, and test them all.

float t = tMax;
// Bruteforce approach
bool hit_anything = false;
HitRecord tmp_hit;
for(auto& tri : mTris)
{
 if(tri.hit(r,tMin,t,tmp_hit))
 {
  collision = tmp_hit;
  t = tmp_hit.t;
  hit_anything = true;
 }
}

That's all the code you need to render a bunch of triangles. However, that's not so interesting unless you can use those triangles to render something interesting.

2018/06/07

The other Pathtracer 2: The triangle

Following on the idea of my last post, today we're building on a very important matter: Intersecting triangles. Or more specifically, intersecting one triangle. This is not covered in many ray tracing tutorials, and that's a shame. Adding triangle intersection is the corner stone for a lot of interesting functionality (like loading full meshes), and it's actually a very simple thing to do.
All the relevant code is in this commit.

The Algorithm


There are several possible algorithms for intersecting triangles, with varying degrees of complexity and performance. For example see this wikipedia article or, if you have access to gdcvault, this talk by Earl Hammon (which has a ton of valuable material).
However. since my goal here is to get a working implementation quickly and easily, I will explain the algorithm that I find most intuitive. In later posts, we will be revisiting it for performance improvements, and even then, it will be useful to have a solid base line to benchmark against.

So the idea is to do intersection in two parts: First, we find whether our ray segment intersects the triangle plane, and if it does, then we see if the intersection point lies inside the triangle.

Part one is basic geometry, and can be decomposed in two parts as well: Find the plane defined by the three vertices of the triangle, then intersect the plane with our ray.

auto edge0 = v[1]-v[0];
auto edge1 = v[2]-v[1];
auto normal = normalize(cross(edge0,edge1));
auto planeOffset = dot(v[0],normal);

In regular production code, we should handle the case of a degenerate triangle, where cross(edge0,edge1) can't be normalized, but for now we will behave ourselves and just not make weird triangles. We can already see a possible optimization path: since none of the above depends on the ray, we could cache the plane definition, instead of recomputing it for every ray. Not now, anyway.

2018/06/06

The other pathtracer: Basic job system

Inspired by the Daily Pathtracer, by Aras Pranckevičius, I decided to also write a path-tracer, mainly to better follow along his posts (seriously, they're very good). I also noticed there are some other interesting aspects of a ray tracer that he hasn't mentioned (so far) and that may be worth talking about, so this post is my first attempt at doing just that. I want to touch issues like triangle intersection, texture blending or BVH optimization, but let me know in the comments if you're interested in specific parts. As of now, there are:
- Part one: Job system (this post)
- Pat two: The triangle
- Part three: Complex scenes
- Part four: AABB-Ray optimization
- Part five: Ray-Triangle optimization

Spoiler: This will not be a daily series, but we will do some cool stuff with triangle meshes, and loading gltf scenes.



2016/11/21

C vs C++, performance on AVR

The aim of this post is to fight the generalized belief of C++ being too slow of a language for embedded environments. This belief goes around, saying that microcontrollers should still be programmed in C, or even in assembler. Probably you don't agree with me right now. The idea of C being much more efficient than C++ is so extended that it almost seems like sacrilege to debate it. That's why I'm about to make a series of comparisons between both languages, throwing in some real and objective numbers (code size, execution time, etc). After we prove that not only can C++ compete with good old C, we'll see it's actually a better alternative. For that, besides performance metric, I will compare things like safety, code readability or portability.

2016/07/05

Data Oriented Design vs Object Oriented Programming

I've been raised in the culture of Object Oriented Programming. I've always been told about the benefits of encapsulation, cohesion, locality, etc. There are very good reasons why a lot of smart people deeply support OOP. Designing good OOP architectures pays off. It saves a lot of time debugging errors, makes code easy to read and understand, and lets you focus on one part of the problem at a time.

But what if it's all wrong? In the last few years I've read about a concept known as Data Oriented Design, which many claim is a different paradigm promising huge performance improvements and that will make you question why you ever used OOP in the first place. Kind of a big claim, and big claims require good proof. So, when I came across with this talk by Mike Acton, I did the only thing I could do: I wrote a test.

The idea is simple: Have a bunch os squares defined by their radius and compute their areas. This is where a traditional OOP beginner tutorial would say "Make a class for Square ...".

class NiceSquare {
 float radius;
 float color[3];
public:
 NiceSquare() : radius(3.f) {}
 void computeArea(float& area) { area = radius*radius; }
};

However, following the principles of DoD, we realise that our data is not a square, but a bunch of squares, so...

struct BunchOfSquares {
 float * radius;
 float * color;
};

There is a good reason for that color member. We will use it later to control the packing factor of our data. But we just sacrificed encapsulation for no good reason. If computing a square's area is something the square can do itself, then computing a bunch of areas should be something a bunch of squares can do itself too. What if we took this DoD approach to the problem, but implemented it with OOP?

class BunchOfSquares {
 float *radius;
 float* color;
public:
 BunchOfSquares() : radius(new float[N_SQUARES]) {
  for(unsigned i = 0; i < N_SQUARES; ++i) radius[i] = 3.f;
 }

 ~BunchOfSquares() {
  delete[] radius;
 }

 void computeAreas(float* area) {
  for (unsigned i = 0; i < N_SQUARES; ++i) {
   float rad = radius[i];
   area[i] = rad*rad;
  }
 }
};

Much better now. Notice we didn't really sacrifice any Object-Orientation here. We just realised what objects really belong to our problem. And that's actually the key. Most of the time, when we do OOP, we tend to design our classes to fit our mental model of day to day life. WRONG! You are not solving day to day life, you are solving a specific problem! Now the question of performance still remains, so lets measure it:

duration<double> oldBenchmark() {
  NiceSquare *squares = new NiceSquare[N_SQUARES];
  float*areas = new float[N_SQUARES];
  auto begin = high_resolution_clock::now();

  for (auto i = 0; i < N_SQUARES; ++i) {
   squares[i].computeArea(areas[i]);
  }

  duration<double> timing = high_resolution_clock::now() - begin;
  delete[] areas;
  delete[] squares;

  return timing;
}

duration<double> dodBenchmark() {
 BunchOfSquares squares;
 float* areas = new float[N_SQUARES];
 auto begin = high_resolution_clock::now();

 squares.computeAreas(areas);

 duration<double> timing = high_resolution_clock::now() - begin;
 delete[] areas;

 return timing;
}

int main(int, const char**) {
 ofstream log("log.txt");

 for(int i = 0; i < 100; ++i) {
  double oldTiming = real_millis(oldBenchmark()).count();
  double dodTiming = real_millis(dodBenchmark()).count();
  log << oldTiming << ", " << dodTiming << endl;
 }

 return 0;
}

If you pay attention, you will see the benchmarks have been written the old fashioned way. It would be better to realise I don't want just 1 timing, and that I won't perform just one benchmark, and write the test to do a bunch of benchmarks and store the results in a bunch of timming records. But for now, we'll stick to this format because it will be easier to read for people not used to DoD, and because I like the irony of it.

Back to the test, a quick run shows this.



The improvement is obvious, even for a dumb example like this, DoD is about 40% faster. Cool. But can we do better? Theory says that the big performance improvements of DoD come from not wasting cache space. The better we use our caches, the faster the test will run. That's what the color member is there for. It represents the more realistic scenario where classes have more than one member. By controlling the size of color, we control how sparse in memory are the radiuses. That way, completely removing the color should make both paradigms perform almost identically, right?
Definitely right. And if we move the other way around and increase color from 3 to 63 floats ...


That's absolutely a win. We have almost 85% improvement. DoD code is running more than 6x faster now. And it's still Object Oriented! We've lost none of the benefits of OOP!

In conclusion, Data Oriented Design doesn't mean throwing away all you know about OOP and good programming practices. It is a reminder to solve the problems we do have, instead of the problems we are comfortable thinking of. Even though its performance gain is very thightly coupled with low level hardware, DoD principles tell us that our code is really messed up from a very high level. The moment you forget what data you are dealing with, you're already going the wrong way. Know your problem, know your data. Then you can apply whatever programming paradigm you see fits better. And if you decide to go for OOP, remember there's no rule saying an "object" in your code has to match any object in your day to day life. So just choose the right objects for your data.

2012/07/25

AVR High performance timing.

Note: For an in-depth discussion on using C++ for high-performance avr programming, see this post.

Introduction:


 What's the point of programming a timing system for our AVR projects?
Good control of time can prove to be a valuable tool under our belts. Focusing on robotics, it can help us with a variety of things including, but not limited to:
- Control of servos and sensors
- Position estimation based on speed encoders
- Led flashing
- Task scheduling
- Code profiling
So proper timing can make our projects more powerful and reliable. Moreover, having an abstraction layer on top of timer hardware will help us prototype faster and will make our code more portable.

2012/04/11

Building a Log system for the engine

This is the first in a series of tutorials about programming different pieces of a game engine. I'll be using my own engine, Revolution Engine as a framework for these tutorials, but the code is intended to be easy to adapt to different projects. In this first tutorial we will design and implement a simple but powerful log system for Revolution Engine. The log system is one of the first things you should write for your engine (and for most big projects, in fact).
Let's dive in.