rustc-perf
glTF-Sample-Models
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rustc-perf | glTF-Sample-Models | |
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26 | 14 | |
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Rust | Mathematica | |
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rustc-perf
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Adding runtime benchmarks to the Rust compiler benchmark suite
> what do people use to run benchmarks on CI?
Typically, you purchase/rent a server that does nothing but sequentially run queued benchmarks (and the size/performance of this server doesn't really matter, as long as the performance is consistent), then sends the report somewhere for hosting and processing. Of course, this could be triggered by something running in CI, and the CI job could wait for the results, if benchmarking is an important part of your workflow.
But CI and benchmarks really shouldn't be run on the same host.
> What does the rust project use?
It's not clear exactly where the Rust benchmark "perf-runner" is hosted, but here are the specifications of the machine at least: https://github.com/rust-lang/rustc-perf/blob/414230abc695bd7...
> What do other projects use?
Essentially what I described above, a dedicated machine that runs benchmarks. The Rust project seems to do it via GitHub comments (as I understand https://github.com/rust-lang/rustc-perf/tree/master/collecto...), others have API servers that respond to HTTP requests done from CI/chat, others have remote GUIs that triggers the runs. I don't think there is a single solution that everyone/most are using.
- [rustc-perf] Runtime benchmarks got finally merged
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Ask HN: Was programming more interesting when memory usage was a concern?
A lot of effort is spent to reduce the size of structs in the Rust compiler
https://nnethercote.github.io/2023/03/24/how-to-speed-up-the...
3% and 6% of improvement doesn't seem like much, but at the level of rustc those big wins
Performance of Rustc must be continously tracked (here https://perf.rust-lang.org/) because if you don't proactively fight against bloat, the tendency is that the code will become slower over time (due to new features etc)
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Can Rust's compile time match its runtime performance?
hmm really really hard to answer :'), it's tradeoffs I think, no matter what you think Rust (cmiiw, I'm not qualified to say this) has (and probably in the future will adds more with guards on compiler metrics https://perf.rust-lang.org/) several phases that given the diffs to other language, might not available to any language compiler out there, if it's available I think rustc already did their best in here (some already being parallized etc etc, might be wrong since I can't refs any reference MRs, but it does exists though labels regarding this)
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How to catch performance regressions in Rust
About a year ago I was looking for a tool like Rust perf for my application code. I did some research and found a lot of prior art. However, nothing checked all the boxes I was looking for, so I built Bencher!
- Rust – Are We Game Yet?
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Next Rust Compiler
https://www.pingcap.com/blog/rust-compilation-model-calamity... is a good overview. In general it varies depending on the crate but we track the performance at https://perf.rust-lang.org/ - if you look at cargo, for example, over 60% of the time is spent in codegen through LLVM: https://perf.rust-lang.org/detailed-query.html?commit=222d1f...
- Data-driven performance optimization with Rust and Miri
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Generic associated types to be stable in Rust 1.65
Something like https://perf.rust-lang.org/?
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This Week in Rust #463
The performance full-report link is dead: https://github.com/rust-lang/rustc-perf/blob/master/triage/2022-10-04.md
glTF-Sample-Models
- Where to start?
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Android Lighting is different from editor
Link to the model: https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza
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Sascha Willems' glTF PBR demo animations question
This function is the hot-path - at least with the RecursiveSkeletons sample. Anytime the program queries the transform matrix of a particular node, it reconstructs the entire transform chain of that node all the way to the root from the individual TRS representations.
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[OpenGL 4.6] Some demo renders from the StratusGFX personal renderer I've been working on + some (hopefully helpful) info in the comments
First model: Intel Sponza 2022 which can be found here - https://sketchfab.com/3d-models/sponza-0cbee5e07f3a4fae95be8b3a036abc91 Second model: “Interrogation Room” which can be found here - https://sketchfab.com/3d-models/interogation-room-6e9151ec29494469a74081ddc054d569 Third model: Original Crytek Sponza which can be found here (along with other models) - https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza
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Physically Based Rendering with WebGL2
I'd recommend changing your 2D grid of objects so that your axis is Roughness along one side and Metal along the other. i.e. glTF Meta-Rough Sphere
- Teaching children (10-12 years old) how to make a 3D world
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Assimp GLTF issue
Hi, I am currently trying to load the [Sponza model](https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza) for my PBR Renderer. It is in the GLTF format. I have been able to load smaller models quite successfully, but when I try to load the Sponza scene, some meshes aren't properly scaled. [This image](https://imgur.com/jfApgQO) demonstrates my issue (I am not actually doing the PBR calculations here, that's just the albedo of the model). The wall is there, but it's only a 1x1 quad with the wall texture, even though it's supposed to be a lot bigger ans stretch across the entire model. Same goes for every wall and every floor in the model. The model is not broken as Blender and that default windows model viewer can load it correctly. I am even applying the mNode->mTransformation, but it still doesn't work. My model loading code looks kind of like this:
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New Vulkan Sample - Conditional Rendering
It's a model from the official glTF samples model repo at https://github.com/KhronosGroup/glTF-Sample-Models. I found it to be the perfect match for such a sample ;)
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3D files downloads
I'm a fan of the GLTF sample models.
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Svelte-Cubed: Loading Your glTF Models
The Khronos group is responsible for the glTF spec. They also have an examples directory
What are some alternatives?
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Vulkan-Samples - One stop solution for all Vulkan samples
nanoserde - Serialisation library with zero dependencies
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Cargo - The Rust package manager
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