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Improve ClosestPointToPoint #699

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@agargaro agargaro commented Aug 27, 2024

By not using the shapecast function, there is a slight improvement of about 25%.

I have added a page for benchmarks to be removed later called 'testToRemove.html' (I know, I have a big imagination).

I will also add the function using the sorted list shortly (#695).

Edit: I finished 3 first versions of closestPointToPoint.

@agargaro agargaro changed the title Improve ClosestPointToPoint Improve ClosestPointToPoint Aug 27, 2024
example/testToRemove.js Fixed Show fixed Hide fixed
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Very nice work! Looking at the PQP_Distance function it looks like they use a similar approach to the hybrid method in that it starts a new sorted queue once the last one becomes full. I assume this has the benefit of limiting memory usage and preventing insertion time from becoming too long. I wonder if we'd see benefits from that solution here?

See the DistanceQueueRecurse function and this condition where it recurses and creates a new queue to traverse. Here is documentation from header file describing "qsize" use. Granted the function is a bit different because it's performing geometry-to-geometry so the queue is storing two nodes and a distance but fundamentally it's very similar.

if ( leftDistance < closestDistanceSq && leftDistance < maxThresholdSq ) {

if ( _closestPointToPoint( leftIndex ) ) return true;
if ( rightDistance < closestDistanceSq ) return _closestPointToPoint( rightIndex );
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Don't we want to check distance to maxThresholdSq here, as well?

@@ -0,0 +1,20 @@
export function closestDistanceSquaredPointToBox( nodeIndex32, array, point ) {
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@gkjohnson gkjohnson Aug 29, 2024

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I'm wondering how much of the 25% improvement we would see if we used this function instead of three.js' built in version in the original "shapecast" function (see #656) - similar to the box / ray test where avoiding reading the bounds to a Box3 object gave a significant speed improvement.

Comment on lines +72 to +80
if ( count >= sortedListMaxCount ) {

if ( _closestPointToPoint( nodeIndex32 ) ) return;

continue;

}

count ++;
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Can you explain the logic and rationale of the hybrid function a bit? It looks like it will choose the "best" node from the first 16 nodes (by default) and then fall back to the basic approach of traversing to the leaves for each of those nodes in order. The count never goes down, right?

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agargaro commented Sep 1, 2024

Regarding the use of sorted queue, I would like to do more tests to understand when it is necessary.
Using dynamic bvh I noticed that it seems useful when there are a lot of nodes.

I would also like to modify the current shapecast' function by removing the arrayToBox' conversion to understand if the performance improvement is due to that.

Edit: sorry I read later that you also recommended doing to this. I'll try these days :)

@agargaro agargaro marked this pull request as draft September 1, 2024 18:10
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agargaro commented Sep 1, 2024

This is with the actual 'shapecast'

image

and this is with edited 'shapecast' (removing arrayToBox)

image

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agargaro commented Sep 1, 2024

Unfortunately, modifying the shapecast function is quite a delicate process now, because box3 is also used by the shapecast caller, so this would be a breaking change.

I believe it is correct to expose a box3 to the API because it makes it much easier for the user to use.

Could we make an alternative method for internal use, which instead of passing the box3, passes the nodeIndex32 and the float32array?

Or could we stop using shapecast for internal methods (as I am doing in this PR)?

Or leave it as is.

The overhead of shapecast is mainly callbacks and superfluous data that is passed as a parameter but not used by the caller (like isLeaf here).

image

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Thanks for checking!

and this is with edited 'shapecast' (removing arrayToBox)
...
Could we make an alternative method for internal use, which instead of passing the box3, passes the nodeIndex32 and the float32array?

I was mostly curious as to how much of the improvement was coming from this conversion to a Box3. It's worth documenting in #656, I think, but given that it's a breaking change lets not make it for now.

If we have a method that would be frequently used and benefit from the performance boost (like we're doing here) then I think it makes sense. Shapecast is just easier to implement initially.

I'm curious about #699 (comment) as well as how the PQP_Distance approach compares to this hybrid approach:

Looking at the PQP_Distance function it looks like they use a similar approach to the hybrid method...

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agargaro commented Oct 19, 2024

@gkjohnson Sorry for the delay...

Brief recap:

The current algorithm recursively checks the child node with a shorter distance first and then the second.

What can be improved?
If the solution is in the second node to be checked, all nodes in the first child must still be checked.

Solution:
Use a sorted list to always check the nodes with a smaller distance first (non-recursive).


Using a sortedList, I noticed that on average 30% fewer nodes are checked (using the PR geometry), but the algorithm is slower.
This is because using a sorted list introduces overhead due to the addition of nodes (especially those with a worse score, to be placed at the top of the array, causing all other nodes to be shifted).

What can be improved?
We can handle the insertion of the worst nodes (those with a greater distance) differently.

Solution 1 (Hybrid Approach):
Use the sorted list only to check the first N nodes, after which continue with the current recursive algorithm.
This makes it less likely to recursively check all unnecessary nodes closer to the BVH root and therefore more expensive.

Solution 2 (Hybrid Approach 2):
Create a sorted list using all nodes of depth N, then continue with the current recursive algorithm.

This approach might be better than the previous one, because all nodes in the list would have precisely the same depth in the tree.

Solution 3 (Two separated lists):
Set a maximum length for the sorted list. Add all nodes with a low priority to be checked (those with a longer distance) in a separate unsorted list (faster)


This logic could also be applied for other algorithms that traverse via score

What do you think? :)

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Thanks for the summary! Generally this seems like a good improvement. Have you tried "solution 3", as well? Was Solution 2 still best? 3 sounds closest to what the PQP_Distance function implemented.

This logic could also be applied for other algorithms that traverse via score

I know it will still add some overhead but I'm wondering if this would be best added for the shapecast function so the faster algorithm is used for other queries, as well. This should just sort based on the boundsTraverseOrder "score" function. Then maybe in the future we can get rid of the implicit "arrayToBox" function for a further boost.

What do you think?

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