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OneCAD-Draft/RENDERING_OPTIMIZATION.md
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Hakan SevenandClaude Opus 4.7 c61d648dc7 fix(scene): unfreeze open on huge xref Inserts
A real DWG with an xref containing ~74k sub-entities froze on the first
render: Insert tessellation exploded the block, style-resolved every sub
serially, and one bad sub could hang the loop forever.

- Insert short-circuits to an insertion marker when the referenced block
  has more than INSERT_SUB_LIMIT (5_000) sub-entities. Documented as
  temporary in RENDERING_OPTIMIZATION.md.
- Re-run purge_corrupt_entities after resolve_xrefs so parser-garbage
  inside xref content is caught (initial purge runs before xref load).
- build_derived_caches: single pass over entities collecting handles
  per kind; tessellation reads via doc.get_entity instead of cloning
  every EntityType. Image decode now parallel too.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-13 23:02:48 +03:00

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Rendering Optimization Roadmap: Culling & Level of Detail

Background

H7CAD renders all entities every frame regardless of camera position or zoom level. No spatial acceleration, no LOD, no frustum culling. Every wire, hatch, mesh, and image is uploaded and drawn unconditionally. This scales poorly for large drawings (100k+ entities) and dense 3D solids.

Current pipeline order:

  1. Hatch fills → 2. Images → 3. Meshes → 4. Face3D fills → 5. Face3D edges →
  2. Wires → 7. Wipeouts → 8. Selection overlay → 9. MSAA resolve → 10. Blit

Phase 1 — Viewport Bounding-Box Culling

Goal: Skip CPU upload and draw calls for entities outside the camera view.

1.1 Entity AABB

Compute axis-aligned bounding boxes during tessellation and store alongside each model.

// Attach to WireModel, MeshModel, HatchModel, ImageModel
pub struct Aabb2 {
    pub min: DVec2,
    pub max: DVec2,
}

pub struct Aabb3 {
    pub min: DVec3,
    pub max: DVec3,
}
  • WireModel / HatchModel → Aabb2 (XY plane for 2D; full 3D AABB for 3D wires)
  • MeshModel → Aabb3
  • ImageModel → Aabb2 from insertion point + extents

Compute once at tessellation time (scene/tessellate.rs), store in the model structs, invalidate with the geometry epoch.

1.2 Camera Frustum / Viewport Rectangle

Extract view bounds from camera.rs each frame:

  • Orthographic (2D): viewport rectangle in world space — a simple Aabb2 test suffices.
  • Perspective (3D): extract 6 frustum planes from the view-projection matrix.
pub enum ViewVolume {
    Ortho(Aabb2),
    Frustum([Vec4; 6]),  // plane equations
}

1.3 CPU-Side Cull Before Upload

In pipeline/mod.rs, before collecting wire/hatch/mesh draw calls:

fn is_visible(aabb: &Aabb2, view: &ViewVolume) -> bool {
    match view {
        ViewVolume::Ortho(rect) => aabb_overlap_2d(aabb, rect),
        ViewVolume::Frustum(planes) => aabb_inside_frustum(aabb, planes),
    }
}

Filter entity lists before the upload loop. Skip queue.write_buffer entirely for invisible entities — saves both CPU and GPU bus bandwidth.

1.4 Scissor Rects (Already Partial)

Viewport scissoring for wires already exists (wire_pixel_scissors). Extend same logic to hatch and image passes.

Estimated gain: 50–90% draw call reduction for typical workflows (zoomed in on one region).


Phase 2 — Spatial Acceleration Structure

Goal: O(log n) visibility queries instead of O(n) linear scan.

2.1 Quadtree (2D Documents)

Partition world space into a quadtree keyed by Aabb2. Build once on document load, update incrementally on entity add/remove/modify.

QuadTree<EntityId>
  ├── query_rect(Aabb2) → Vec<EntityId>
  └── insert / remove / update

Store in scene/mod.rs alongside the entity cache. Invalidate only the nodes touched by a modified entity.

2.2 Octree (3D Solids)

For MeshModel / solid3d entities, use an octree with Aabb3 keys. Query returns candidate mesh IDs for frustum culling.

2.3 Integration

Replace linear entity scans in pipeline/mod.rs render preparation with spatial queries:

let candidates = scene.quadtree.query_rect(view_aabb);
// only upload GPU buffers for candidates

Estimated gain: near-constant frame cost regardless of total entity count when zoomed in.


Phase 3 — Level of Detail

Goal: Reduce geometric complexity when entities are small or far away.

3.1 Screen-Space Size Filter (Sub-Pixel Cull)

Before drawing, compute projected pixel size of entity AABB diagonal. Skip entities whose projected size is below a threshold (e.g. < 0.5 px).

let screen_px = project_size(aabb, camera);
if screen_px < MIN_VISIBLE_PX { continue; }

Applies to all entity types. Effectively free — just a float comparison after AABB cull.

3.2 Wire LOD — Curve Segment Reduction

Arcs, ellipses, and splines tessellate to N segments (currently fixed). Replace with zoom-adaptive segment count.

fn arc_segments(radius_world: f64, px_per_unit: f64) -> u32 {
    // target: ~1 segment per 2px of arc length on screen
    let arc_px = radius_world * px_per_unit * TWO_PI;
    (arc_px / 2.0).clamp(8.0, 256.0) as u32
}

Recompute segments when zoom crosses a threshold (epoch-based invalidation already in place). Store LOD level per entity; retessellate only on LOD level change.

LOD levels (example):

Zoom (px/unit) Segments per 90° arc
> 100 px/u 64 (full detail)
10–100 px/u 24
1–10 px/u 12
< 1 px/u 6 (or sub-pixel cull)

3.3 Hatch LOD — Density Reduction

At low zoom, hatch line spacing appears smaller than 1px. Options:

  • Solid fill substitution: replace hatch pattern with solid color below a density threshold.
  • Skip hatch entirely: at very low zoom, hatches are not readable; skip the hatch pass.

Threshold: hatch_spacing_px = hatch_spacing_world * px_per_unit. If < 2.0, use solid fill.

3.4 Mesh LOD — Tessellation Resolution

truck_tess.rs / solid3d_tess.rs tessellate ACIS solids at a fixed tolerance. Switch to multiple precomputed LOD meshes:

pub struct MeshModel {
    pub lod: [Option<GpuMesh>; 3],  // [high, mid, low]
}
LOD Tolerance Use when projected diagonal
0 0.01 mm > 200 px
1 0.5 mm 50–200 px
2 5.0 mm < 50 px

Build LOD 0 eagerly; build LOD 1 & 2 lazily in a background thread (already have async tessellation pattern from truck_tess.rs).

3.5 Text & Dimension Simplification

At low zoom, dimension text and annotation geometry become unreadable. Replace with simplified bounding-box proxies or skip entirely below a legibility threshold.


Phase 4 — GPU-Side Culling (Advanced)

Goal: Offload culling to the GPU; zero CPU cost for large entity counts.

4.1 Indirect Draw + Compute Cull

Convert per-entity draw calls to indirect draw calls (draw_indirect / draw_indexed_indirect). Run a compute shader pre-pass that tests each entity's AABB against the frustum and writes DrawIndirectArgs only for visible entities.

// cull.wgsl
@compute @workgroup_size(64)
fn cull_entities(@builtin(global_invocation_id) id: vec3<u32>) {
    let entity = entities[id.x];
    if frustum_test(entity.aabb) {
        // atomically append to indirect draw buffer
        let slot = atomicAdd(&draw_count, 1u);
        draw_args[slot] = entity.draw_args;
    }
}

Requires restructuring entity data into GPU-side storage buffers. High complexity; tackle after Phases 1–3 prove insufficient.

4.2 Hierarchical Z-Buffer Occlusion Culling (3D Only)

For dense 3D solid scenes, use a Hi-Z buffer to cull occluded meshes:

  1. Render depth-only pass for large opaque solids.
  2. Downsample depth into mip chain (Hi-Z pyramid).
  3. Compute shader tests each mesh AABB against Hi-Z; skips occluded meshes.

Relevant only for perspective (3D) mode with many overlapping solids.


Implementation Order

Phase 1.1  Entity AABB computation          low risk, high impact
Phase 1.2  ViewVolume extraction            low risk
Phase 1.3  CPU cull before upload           immediate draw call reduction
Phase 2.1  Quadtree for 2D                  medium complexity, scales 2D docs
Phase 3.1  Sub-pixel cull                   trivial, free perf
Phase 3.2  Wire curve LOD                   medium, affects tessellation cache
Phase 3.3  Hatch LOD                        low complexity
Phase 3.4  Mesh LOD                         high complexity, background thread
Phase 2.2  Octree for 3D                    medium, needed for dense 3D
Phase 3.5  Text/dim simplification          low complexity
Phase 4.1  Indirect draw + GPU cull         high complexity, defer
Phase 4.2  Hi-Z occlusion                   high complexity, 3D only, last

Key Files to Modify

File Change
src/scene/wire_model.rs Add Aabb2 field to WireModel
src/scene/mesh_model.rs Add Aabb3, LOD mesh array
src/scene/hatch_model.rs Add Aabb2 field
src/scene/image_model.rs Add Aabb2 field
src/scene/tessellate.rs Compute AABB during tessellation; adaptive arc segments
src/scene/truck_tess.rs Multi-resolution mesh tessellation
src/scene/camera.rs Expose ViewVolume extraction
src/scene/mod.rs Quadtree/octree; LOD epoch tracking
src/scene/pipeline/mod.rs Cull entities before upload loops
src/shaders/cull.wgsl New — Phase 4 compute culling shader

Success Metrics

  • Phase 1 target: Large drawing (100k wires), zoomed to 5% view → render time drops proportional to visible fraction.
  • Phase 2 target: Pan/zoom frame cost O(visible) not O(total).
  • Phase 3 target: Complex solid scene at far zoom → mesh triangle count < 10% of full detail.

TEMPORARY: Insert sub-entity count limit (revert when better fix lands)

tessellate_entity in src/scene/mod.rs has a guard that short-circuits any Insert whose referenced block contains more than INSERT_SUB_LIMIT (currently 5,000) sub-entities. The Insert is rendered as an insertion marker only — no explode, no sub tessellation.

Why this exists: A real-world DWG was found where an xref block contained ~74k sub-entities. Opening the file froze the UI on the first render because tessellate_entity exploded the block and serially style-resolved every sub-entity (and any single bad sub could hang tessellation forever). The guard made the file openable.

Why it should go away: The limit hides legitimate geometry. Large xrefs are common in civil/infrastructure drawings — the user shouldn't have to see them as crosses.

Proper fixes that would let us drop this guard:

  1. Per-block tessellation cache — tessellate a block once, then per-Insert apply the transform to cached wire vertices. Helps when the same block is inserted multiple times; doesn't fully solve single-Insert huge blocks.
  2. Lazy / background Insert tessellation — show marker first, fill in detail on a background thread, redraw when ready.
  3. Per-sub-entity hardening — find why a single sub can hang tessellation (likely Spline NURBS evaluation or malformed boundary edge) and fix the root cause; combine with sub-count budget per frame instead of a hard cap.
  4. xref attach metadata respected — DWG carries an "unloaded" state for xref blocks; honour it instead of always inlining xref content on open.

When any of (1)–(3) lands, delete the INSERT_SUB_LIMIT block in tessellate_entity (search for INSERT_SUB_LIMIT).

Related companion fix in src/app/update.rs: after resolve_xrefs, a second purge_corrupt_entities pass runs against the newly inlined xref content. That one is not a hack — it should stay even after the Insert guard goes.

  • Phase 4 target: GPU-cull overhead < 0.5 ms for 1M entity scene.