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DirectX Compute is incorrect.

Open RogersDoug opened this issue 8 years ago • 4 comments

Load in this large model into dxViewer: https://www.dropbox.com/s/fv5kfmveepkosb4/825_napoli.obj?dl=0

Under 'Compute', Select HLSL Compute

image

RogersDoug avatar Apr 08 '16 03:04 RogersDoug

I have noticed some "interesting" issues there recently as well - i'll try to take a look, but it will take me a few days to get to it.

manuelk avatar Apr 13 '16 17:04 manuelk

Any update on this?

RogersDoug avatar May 14 '16 15:05 RogersDoug

Thank you for reporting this. Yes, it looks like there may be bugs with the DirectX viewer and DirectX compute evaluator when evaluating very large meshes. One is that Osd::D3D11ComputeEvaluator::EvalStencils() isn't always evaluating all of the stencils. We'll dig into that!

One thing to note is that this test case is almost a worst case for Catmull-Clark subdivision. If you start with the exact same data points, but connect them using a quad mesh topology instead of a triangle mesh topology, then this test case will run fine.

Otherwise, at the first level of subdivision, every triangle is being subdivided into three quads each of which is extraordinary. This results in a huge increase in the amount of data and computation needed to process the mesh.

davidgyu avatar May 18 '16 19:05 davidgyu

Filed as internal issue #151671.

jtran56 avatar Sep 30 '17 01:09 jtran56