meshoptimizer
VulkanMemoryAllocator
meshoptimizer | VulkanMemoryAllocator | |
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12 | 11 | |
4,981 | 2,383 | |
- | 1.1% | |
9.0 | 8.2 | |
5 days ago | 4 days ago | |
C++ | C | |
MIT License | MIT License |
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meshoptimizer
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Nanite-like LODs experiments
1) I used meshoptimizer to simplify meshes and building meshlets. But to combine these meshlets (for more efficient simplifying) I built a graph with weights and partition it. In this weight some metrics are included: the shared border length of a pair of meshlets, their facing direction and other similar metrics. The next step is to simplify these groups of meshlets (fixate borders for each of them and simplify meshlets within the group). So, you can make dependencies of newly generated meshlets on the initial ones.
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Will the same texture used in many gltfs be duplicated in memory?
Here are some amazing tools for compressing GLTFs: https://github.com/zeux/meshoptimizer/blob/master/gltf/README.md
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Maximum size of scene or a project in THREE.JS
I've also had good results with this tool: https://github.com/zeux/meshoptimizer/blob/master/gltf/README.md and kt2tdecoder + meshopt_decoder
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[Part 7] Update of my Vulkan renderer: LODs, Multiple different meshes, Memory Allocator, Render architecture and more
Implemented Mesh LOD system. LOD selection is done completely on GPU. I generate LODs using meshoptimizer.
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Given a mesh without indices, how I generate indices for that mesh and remove the duplicate vertices?
Maybe Meshoptimizer can be useful?
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[Part 4] Update of my Vulkan toy renderer: Mesh Shader Pipeline, Reversed-Z Depth Buffer, SPIRV-Reflect and many more
Added NVidia mesh shader pipeline support, with old pipeline still supported on top. Meshlets are generated using meshoptimizer.
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Algoritm to simplify geometric data similar to texture bitmapping
I've used the "Simplification" operation of meshoptimizer to simplify 3D model geometry: https://github.com/zeux/meshoptimizer
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help implementing LOD edge collapse algorithm
I call meshopt_simplify(). It uses a quadric error metric based mesh simplification of some sort. I haven't really looked into the details of how it works, but the code (with some comments referencing papers) can be found here: https://github.com/zeux/meshoptimizer/blob/master/src/simplifier.cpp
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what is the size of a mesh vertex
hi! i am building a game engine with c and raylib and i want to use this library for optimizing meshes : https://github.com/zeux/meshoptimizer
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Fast mesh decimation?
Have you considered this? https://github.com/zeux/meshoptimizer
VulkanMemoryAllocator
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Why do I need to load VMA vulkan functions dynamically?
Hello - working on a Vulkan renderer and I ran into a topic I don't understand. I use the Vulkan Memory Allocator and upon updating my local targeted Vulkan SDK to 1.3.250 from 1.3.204, I receive exactly the same error as this user: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/280 Error: The procedure entry point vkGetDeviceBufferMemoryRequirements could not be located in the DLL.
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Managing Vertex Buffers
For problem 1 I would recommend looking into Vulkan Memory Allocator: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator The general idea is to allocate large chunks of memory, then sub-allocate out of those when buffers are required. This is nice for several reasons: - Memory allocation can be slow and involve system calls. Sub-allocating does not require system calls - Your memory will be more cache-friendly as all your buffers will be relatively adjacent - There is a finite number of unique allocations you can have. Performing larger allocations keeps your usage lower
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[Part 7] Update of my Vulkan renderer: LODs, Multiple different meshes, Memory Allocator, Render architecture and more
Integrated Vulkan Memory Allocator, making all GPU memory allocations much easier to work with.
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Is it a good idea to use VMA for memory management for production?
Seems like it was initially added more than 2 years ago, they really should release more often :P
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Vulkan 1.3 released
Use VMA, originally created by AMD, never worry about device memory and device memory alignment again.
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Low bandwidth using memcpy
I am using VMA for memory allocation with the VMA_MEMORY_USAGE_GPU_TO_CPU usage flag. That means that the flags VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT and VK_MEMORY_PROPERTY_HOST_CACHED_BIT are already set.
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Need advices over OpenGL/Vulkan abstraction
Repo for Vulkan Memory mangement (AMD): https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Deleting staging buffer after copying to image causes weird artifacts in texture mapping
Since it's a header-only lib, you could always try cloning the latest from [GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator) and see if the problem continues with that version.
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Allocating multi-layered images with a huge amount of layers
Alternatively, you could just use an existing allocator library, a popular choice is VMA: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Memory management doubts
Personally, I'd recommend (VMA)[https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator] if you don't want to deal with all of this yourself.
What are some alternatives?
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
volk - Meta loader for Vulkan API
CGal - The public CGAL repository, see the README below
buddy_alloc - A single header buddy memory allocator for C & C++
meshlab - The open source mesh processing system
doon-vk - Personal exploration of the Vulkan API
Open3D - Open3D: A Modern Library for 3D Data Processing
bdwgc - The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)
PhysicsFS - PhysFS++ is a C++ wrapper for the PhysicsFS library.
vulkan-guide - Introductory guide to vulkan.
draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
SPP