The 5,000 sub-entity guard was added when an xref block with ~74k subs
froze the UI on first render. The block_cache primary path (def72e4)
made that path unreachable for typical Inserts — the guard now only
gated the rare legacy-explode fallback, where it hid otherwise-renderable
geometry as an insertion marker.
Remove the constant and its early-return; the fallback path now matches
the primary path's "render everything" behaviour. Also drop the
RENDERING_OPTIMIZATION.md "TEMPORARY" section that tracked this guard.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
3.5 KiB
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:
- Hatch fills → 2. Images → 3. Meshes → 4. Face3D fills → 5. Face3D edges →
- Wires → 7. Wipeouts → 8. Selection overlay → 9. MSAA resolve → 10. Blit
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 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:
- Render depth-only pass for large opaque solids.
- Downsample depth into mip chain (Hi-Z pyramid).
- 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 2.1 Quadtree for 2D medium complexity, scales 2D docs
Phase 2.2 Octree for 3D medium, needed for dense 3D
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/mod.rs |
Quadtree/octree; LOD epoch tracking |
src/scene/pipeline/mod.rs |
Cull hatch/image entities before upload loops |
src/shaders/cull.wgsl |
New — Phase 4 compute culling shader |
Success Metrics
- Phase 2 target: Pan/zoom frame cost O(visible) not O(total).
- Phase 4 target: GPU-cull overhead < 0.5 ms for 1M entity scene.