OpenGL voxel engine slow - c++

I'm making a voxel engine in C++ and OpenGL (à la Minecraft) and can't get decent fps on my 3GHz with ATI X1600... I'm all out of ideas.
When I have about 12000 cubes on the screen it falls to under 20fps - pathetic.
So far the optimizations I have are: frustum culling, back face culling (via OpenGL's glEnable(GL_CULL_FACE)), the engine draws only the visible faces (except the culled ones of course) and they're in an octree.
I've tried VBO's, I don't like them and they do not significantly increase the fps.
How can Minecraft's engine be so fast... I struggle with a 10000 cubes, whereas Minecraft can easily draw much more at higher fps.
Any ideas?

#genpfault: I analyze the connectivity and just generate faces for the outer, visible surface. The VBO had a single cube that I glTranslate()d
I'm not an expert at OpenGL, but as far as I understand this is going to save very little time because you still have to send every cube to the card.
Instead what you should do is generate faces for all of the outer visible surface, put that in a VBO, and send it to the card and continue to render that VBO until the geometry changes. This saves you a lot of the time your card is actually waiting on your processor to send it the geometry information.

You should profile your code to find out if the bottleneck in your application is on the CPU or GPU. For instance it might be that your culling/octtree algorithms are slow and in that case it is not an OpenGL-problem at all.
I would also keep count of the number of cubes you draw on each frame and display that on screen. Just so you know your culling routines work as expected.
Finally you don't mention if your cubes are textured. Try using smaller textures or disable textures and see how much the framerate increases.
gDEBugger is a great tool that will help you find bottlenecks with OpenGL.

I don't know if it's ok here to "bump" an old question but a few things came up my mind:
If your voxels are static you can speed up the whole rendering process by using an octree for frustum culling, etc. Furthermore you can also compile a static scene into a potential-visibility-set in the octree. The main principle of PVS is to precompute for evere node in the tree which other nodes are potential visible from it and store pointers to them in a vector. When it comes to rendering you first check in which node the camera is placed and then run frustum culling against all nodes in the PVS-vector of the node.(Carmack used something like that in the Quake engines, but with Binary Space Partitioning trees)
If the shading of your voxels is kindalike complex it is also fast to do a pre-Depth-Only-Pass, without writing into the colorbuffer,just to fill the Depthbuffer. After that you render a 2nd pass: disable writing to the Depthbuffer and render only to the Colorbuffer while checking the Depthbuffer. So you avoid expensive shader-computations which are later overwritten by a new fragment which is closer to the viewer.(Carmack used that in Quake3)
Another thing which will definitely speed up things is the use of Instancing. You store only the position of each voxel and, if nescessary, its scale and other parameters into a texturebufferobject. In the vertexshader you can then read the positions of the voxels to be spawned and create an instance of the voxel(i.e. a cube which is given to the shader in a vertexbufferobject). So you send the 8 Vertices + 8 Normals (3 *sizeof(float) *8 +3 *sizeof(float) *8 + floats for color/texture etc...) only once to the card in the VBO and then only the positions of the instances of the Cube(3*sizeof(float)*number of voxels) in the TBO.
Maybe it is possibile to parallelize things between GPU and CPU by combining all 3 steps in 2 threads, in the CPU-thread you check the octrees pvs and update a TBO for instancing in the next frame, the GPU-thread does meanwhile render the 2 passes while using an TBO for instancing which was created by the CPU thread in the previous step. After that you switch TBOs. If the Camera has not moved you don't even have to do the CPU-calculations again.
Another kind of tree you me be interested in is the so called k-d-tree, which is more general than octrees.
PS: sorry for my english, it's not the clearest....

There are 3rd-party libraries you could use to make the rendering more efficient. For example the C++ PolyVox library can take a volume and generate the mesh for you in an efficient way. It has built-in methods for reducing triangle count and helping to generate things like ambient occlusion. It's got a good community around it so getting support on the forum should be easy.

Have you used a common display list for all your cubes ?
Do you skip calling drawing code of cubes which are not visible to the user ?

Related

Performance of GL_POINTS on modern hardware

Is there any difference in performance between drawing a scene with full triangles (GL_TRIANGLES) instead of just drawing their vertices (GL_POINTS), on modern hardware?
Where GL_POINTS is initialized like this:
glPointSize(1.0);
glDisable(GL_POINT_SMOOTH);
I have a somewhat low-end graphics card (9600gt) and drawing vertices-only can bring a 2x fps increase on certain sceneries. Not sure if it applies too on more recent gpus.
2x fps increase on
You lose 98% of picture and get only 2x fps increase. That's not impressive. If you take into account that you should be able to easily render 300..500 fps on any decent hardware (with vsync disabled and minor optimizations), that's probably not worth it.
Is there any difference in performance between drawing a scene with full triangles (GL_TRIANGLES) instead of just drawing their vertices (GL_POINTS), on modern hardware?
Well, if your scene has a LOT of alpha-blending and very "heavy" pixel shaders, then, obviously, displaying scene as point cloud will speed things up, because there's less pixels to fill.
On other hand, this kind of "optimization" will be completely useless for any practical task. I mean, if you're using blending and shaders, you probably wouldn't want to display your scene as pointlist in the first place, unless you're doing some kind of debug render (using glPolygonMode), and in case of debug render, you'll probably turn shaders off (because shaded/lit point will be hard to see) and disable lighting.
Even if you're using point sprites as particles or something, I'd stick with triangles - they give more control and do not have maximum size limit (compared to point sprites).
I can display more objects?
If you want more objects, you should probably try to optimzie things elsewhere first. If you stop trying to draw invisible objects (outside of field of view, etc), that'll be a start that can improve performance.
you have a mesh which is very far away from the camera. 1 million triangles and you know it is always in view. At this density ratio, triangles can't be bigger than a pixel,
When triangles are smaller than a pixel, and there are many of them, your mesh start looking like garbage and turns into pixelated mess of points. It will be ugly. Roughly same effect as when you disable mippimapping and texture filters and then render checkboard pattern. Using points instead of triangles might even aggravate effect.
: If you have 1mil triangle mesh that is always visible, you already need different kind of optimization. Reduce number of triangles (level of detail, dynamic tesselation or some solution that can simplify geometry on the fly), use bump mapping(maybe parallax mapping) to simulate extra geometry details that aren't even here, or even turn it into static background or a sprite. That'll work much better. Trying to render it using points will simply make it look ugly.
No, if the number of triangles is similar to the number of their shared vertices (considering the glDrawElements rendering command being used) in both modes the geometry-wise part of the rendering pipeline will be evaluated at roughly the same speed. The only benefit you can get from drawing GL_POINTS relies solely on the percentage of empty screen space you get from not drawing faces, thus only at fragment shader level.

Deferred Rendering with Tile-Based culling Concept Problems

EDIT: I'm still looking for some help about the use of OpenCL or compute shaders. I would prefer to keep using OGL 3.3 and not have to deal with the bad driver support for OGL 4.3 and OpenCL 1.2, but I can't think of anyway to do this type of shading without using one of the two (to match lights and tiles). Is it possible to implement tile-based culling without using GPGPU?
I wrote a deferred render in OpenGL 3.3. Right now I don't do any culling for the light pass (I just render a full screen quad for every light). This (obviously) has a ton of overdraw. (Sometimes it is ~100%). Because of this I've been looking into ways to improve performance during the light pass. It seems like the best way in (almost) everyone's opinion is to cull the scene using screen space tiles. This was the method used in Frostbite 2. I read the the presentation from Andrew Lauritzen during SIGGRAPH 2010 (http://download-software.intel.com/sites/default/files/m/d/4/1/d/8/lauritzen_deferred_shading_siggraph_2010.pdf) , and I'm not sure I fully understand the concept. (and for that matter why it's better than anything else, and if it is better for me)
In the presentation Laurtizen goes over deferred shading with light volumes, quads, and tiles for culling the scene. According to his data, the tile based deferred renderer was the fastest (by far). I don't understand why it is though. I'm guessing it has something to do with the fact that for each tile, all the lights are batched together. In the presentation it says to read the G-Buffer once and then compute the lighting, but this doesn't make sense to me. In my mind, I would implement this like this:
for each tile {
for each light effecting the tile {
render quad (the tile) and compute lighting
blend with previous tiles (GL_ONE, GL_ONE)
}
}
This would still involve sampling the G-Buffer a lot. I would think that doing that would have the same (if not worse) performance than rendering a screen aligned quad for every light. From how it's worded though, it seems like this is what's happening:
for each tile {
render quad (the tile) and compute all lights
}
But I don't see how one would do this without exceeding the instruction limit for the fragment shader on some GPUs . Can anyone help me with this? It also seems like almost every tile based deferred renderer uses compute shaders or OpenCL (to batch the lights), why is this, and if I didn't use these what would happen?
But I don't see how one would do this without exceeding the instruction limit for the fragment shader on some GPUs .
It rather depends on how many lights you have. The "instruction limits" are pretty high; it's generally not something you need to worry about outside of degenerate cases. Even if 100+ lights affects a tile, odds are fairly good that your lighting computations aren't going to exceed instruction limits.
Modern GL 3.3 hardware can run at least 65536 dynamic instructions in a fragment shader, and likely more. For 100 lights, that's still 655 instructions per light. Even if you take 2000 instructions to compute the camera-space position, that still leaves 635 instructions per light. Even if you were doing Cook-Torrance directly in the GPU, that's probably still sufficient.

Rendering thousands of moving quads

I have to render large quantities of particles. These particles are simple non-textured quads (squares actually). Oh, and they're moving all the time since they're particles.
I have considered 2 options but as I'm not an OpenGL expert I don't know what's best.
Use VBOs to render them all.
Pros: faster than immediate mode.
Cons: (I don't know much about VBOs but) from what I gather the quads' coordinates need to be stored in some buffer in RAM... and all of these coordinates need to be computed by the CPU. So for particle P1(x,y) I would have to compute 4 other coordinates (P2(x-1,y-1), P3(x-1,y+1), P4(x+1,y+1), P5(x+1,y-1)) - that's a lot of work for the CPU!
Use a display list: First create a tiny display list for a single square quad. Then, to render each particle do some pushMatrix, glTranslate, callList, popMatrix.
Pros: I don't have to compute 4 coordinates manually - glTranlate does that.
Supposedly display lists are faster than VBOs.
Cons: Are they faster than VBOs when they contain just one quad?
Mind you: I'm calling OpenGL stuff from Java so there's no smooth way of transforming Java arrays to GPU arrays (everything has to be stored in intermediary FloatBuffers before transfers).
Display Lists are for static geometry. Rendering just one single quad, then changing the transformation, rinse and repeat is horribly inefficient.
Updating VBOs is better but still not optimal.
You should look into instanced rendering. Here's a tutorial:
http://ogldev.atspace.co.uk/www/tutorial33/tutorial33.html
In the case of simple quads using a geometry shader turning simple GL_POINTS into two GL_TRIANGLES would do the trick as well.
To do particle simulations i think what you are looking for is transform feedback, here is a nice demonstration with some code on how to do it http://prideout.net/blog/?tag=opengl-transform-feedback

3d Occlusion Culling

I'm writing a Minecraft like static 3d block world in C++ / openGL. I'm working at improving framerates, and so far I've implemented frustum culling using an octree. This helps, but I'm still seeing moderate to bad frame rates. The next step would be to cull cubes that are hidden from the viewpoint by closer cubes. However I haven't been able to find many resources on how to accomplish this.
Create a render target with a Z-buffer (or "depth buffer") enabled. Then make sure to sort all your opaque objects so they are rendered front to back, i.e. the ones closest to the camera first. Anything using alpha blending still needs to be rendered back to front, AFTER you rendered all your opaque objects.
Another technique is occlusion culling: You can cheaply "dry-render" your geometry and then find out how many pixels failed the depth test. There is occlusion query support in DirectX and OpenGL, although not every GPU can do it.
The downside is that you need a delay between the rendering and fetching the result - depending on the setup (like when using predicated tiling), it may be a full frame. That means that you need to be creative there, like rendering a bounding box that is bigger than the object itself, and dismissing the results after a camera cut.
And one more thing: A more traditional solution (that you can use concurrently with occlusion culling) is a room/portal system, where you define regions as "rooms", connected via "portals". If a portal is not visible from your current room, you can't see the room connected to it. And even it is, you can click your viewport to what's visible through the portal.
The approach I took in this minecraft level renderer is essentially a frustum-limited flood fill. The 16x16x128 chunks are split into 16x16x16 chunklets, each with a VBO with the relevant geometry. I start a floodfill in the chunklet grid at the player's location to find chunklets to render. The fill is limited by:
The view frustum
Solid chunklets - if the entire side of a chunklet is opaque blocks, then the floodfill will not enter the chunklet in that direction
Direction - the flood will not reverse direction, e.g.: if the current chunklet is to the north of the starting chunklet, do not flood into the chunklet to the south
It seems to work OK. I'm on android, so while a more complex analysis (antiportals as noted by Mike Daniels) would cull more geometry, I'm already CPU-limited so there's not much point.
I've just seen your answer to Alan: culling is not your problem - it's what and how you're sending to OpenGL that is slow.
What to draw: don't render a cube for each block, render the faces of transparent blocks that border an opaque block. Consider a 3x3x3 cube of, say, stone blocks: There is no point drawing the center block because there is no way that the player can see it. Likewise, the player will never see the faces between two adjacent stone blocks, so don't draw them.
How to draw: As noted by Alan, use VBOs to batch geometry. You will not believe how much faster they make things.
An easier approach, with minimal changes to your existing code, would be to use display lists. This is what minecraft uses.
How many blocks are you rendering and on what hardware? Modern hardware is very fast and is very difficult to overwhelm with geometry (unless we're talking about a handheld platform). On any moderately recent desktop hardware you should be able to render hundreds of thousands of cubes per frame at 60 frames per second without any fancy culling tricks.
If you're drawing each block with a separate draw call (glDrawElements/Arrays, glBegin/glEnd, etc) (bonus points: don't use glBegin/glEnd) then that will be your bottleneck. This is a common pitfall for beginners. If you're doing this, then you need to batch together all triangles that share texture and shading parameters into a single call for each setup. If the geometry is static and doesn't change frame to frame, you want to use one Vertex Buffer Object for each batch of triangles.
This can still be combined with frustum culling with an octree if you typically only have a small portion of your total game world in the view frustum at one time. The vertex buffers are still loaded statically and not changed. Frustum cull the octree to generate only the index buffers for the triangles in the frustum and upload those dynamically each frame.
If you have surfaces close to the camera, you can create a frustum which represents an area that is not visible, and cull objects that are entirely contained in that frustum. In the diagram below, C is the camera, | is a flat surface near the camera, and the frustum-shaped region composed of . represents the occluded area. The surface is called an antiportal.
.
..
...
....
|....
|....
|....
|....
C |....
|....
|....
|....
....
...
..
.
(You should of course also turn on depth testing and depth writing as mentioned in other answer and comments -- it's very simple to do in OpenGL.)
The use of a Z-Buffer ensures that polygons overlap correctly.
Enabling the depth test makes every drawing operation check the Z-buffer before placing pixels onto the screen.
If you have convex objects you must (for performance) enable backface culling!
Example code:
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
You can change the behaviour of glCullFace() passing GL_FRONT or GL_BACK...
glCullFace(...);
// Draw the "game world"...

What is the most efficient way to draw voxels (cubes) in opengl?

I would like to draw voxels by using opengl but it doesn't seem like it is supported. I made a cube drawing function that had 24 vertices (4 vertices per face) but it drops the frame rate when you draw 2500 cubes. I was hoping there was a better way. Ideally I would just like to send a position, edge size, and color to the graphics card. I'm not sure if I can do this by using GLSL to compile instructions as part of the fragment shader or vertex shader.
I searched google and found out about point sprites and billboard sprites (same thing?). Could those be used as an alternative to drawing a cube quicker? If I use 6, one for each face, it seems like that would be sending much less information to the graphics card and hopefully gain me a better frame rate.
Another thought is maybe I can draw multiple cubes using one drawelements call?
Maybe there is a better method altogether that I don't know about? Any help is appreciated.
Drawing voxels with cubes is almost always the wrong way to go (the exceptional case is ray-tracing). What you usually want to do is put the data into a 3D texture and render slices depending on camera position. See this page: https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch39.html and you can find other techniques by searching for "volume rendering gpu".
EDIT: When writing the above answer I didn't realize that the OP was, most likely, interested in how Minecraft does that. For techniques to speed-up Minecraft-style rasterization check out Culling techniques for rendering lots of cubes. Though with recent advances in graphics hardware, rendering Minecraft through raytracing may become the reality.
What you're looking for is called instancing. You could take a look at glDrawElementsInstanced and glDrawArraysInstanced for a couple of possibilities. Note that these were only added as core operations relatively recently (OGL 3.1), but have been available as extensions quite a while longer.
nVidia's OpenGL SDK has an example of instanced drawing in OpenGL.
First you really should be looking at OpenGL 3+ using GLSL. This has been the standard for quite some time. Second, most Minecraft-esque implementations use mesh creation on the CPU side. This technique involves looking at all of the block positions and creating a vertex buffer object that renders the triangles of all of the exposed faces. The VBO is only generated when the voxels change and is persisted between frames. An ideal implementation would combine coplanar faces of the same texture into larger faces.