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NVIDIA Displacement Micro-Map BaryFile
Repository for barycentric data fileformat '.bary'
BARY
is an fileformat that serves as container for micromap data.
Micromaps store per-microvertex or per-microtriangle data for a micromesh that is the result of evenly subdividing a triangle.
Each subdivided triangle contains its own set of values, there is no sharing of values across subdivided triangles.
V
4
/ \
3 __ 8
/ \ / \
2 __ 7 __ 11
/ \ / \ / \
1 __ 6 __ 10 __ 13
/ \ / \ / \ / \
0 __ 5 __ 9 __ 12 __ 14
W U
Result of subdivision level 2 for
triangle W,U,V
16 microtriangles
15 microvertices
The file format is designed to be directly uploaded to the GPU and passing data structures into 3D APIs without additional processing.
bary_core library
This library defines the structs and principle file structure in memory
and uses the bary
namespace.
It comes with core API functions that operate on pointers to aid serialization or validation of the data. No allocations or file IO operations are performed in this library.
All content of a bary file is expressed via properties, that are idenfitied through a v4 UUID.
bary_utils library
The bary_utils library adds some utility C++ classes that leverage STL containers
and adds basic file loaders and savers using stdio
.
It makes use of the functions in bary_core to implement many of these utilities
and uses its own namespace baryutils
.
By default CMAKE does not build this library and you must opt-in.
New VkFormats for barycentric micromaps
The primary use in 3D APIs for barycentric data are displacement and opacity micromaps. Displacement can be block-compressed similar to BC/ASTC.
However, any other scalar values can be stored in bary files for exchange, there just isn't a native 3D API use for them.
BARY
uses VkFormat enum values, we reserved two Vk extensions (397 and 398) to get the value ranges below.
! NOTE: These could change, rely only what is provided in the headers for now !
// bary::Format uses VkFormat values
enum class Format : uint32_t {
...
// opacity encoding (based on VK NV extension reservation 397)
// block-compressed opacity format
// for uncompressed 1 or 2 bit data stored in 8-bit
// valueByteSize = 1
eOpaC1_rx_uint_block = 1000396000,
// displacement encoding (based on VK NV extension reservation 398)
// block-compressed displacement format
// for compressed data stored in blocks of 512- or 1024-bit
// valueByteSize = 1
// valueByteAlignment = 128
// minmax as eR11_unorm_pack16
eDispC1_r11_unorm_block = 1000397000,
// for uncompressed data 1 x 11 bit stored in 16-bit
eR11_unorm_pack16 = 1000397001,
// variable packed format
// for uncompressed data 1 x 11 bit densely packed sequence of 32bit values.
// Each triangle starts at a 32-bit boundary.
// valueByteSize = 1
// minmax as eR11_unorm_pack16
eR11_unorm_packed_align32 = 1000397002,
...
};
// encodes 1 or 2 bit opacity maps
enum class BlockFormatOpaC1 : uint16_t
{
eInvalid = 0,
eR1_uint_x8 = 1,
eR2_uint_x4 = 2,
};
// encodes displacement maps of unorm11 values
enum class BlockFormatDispC1 : uint16_t
{
eInvalid = 0,
eR11_unorm_lvl3_pack512 = 1,
eR11_unorm_lvl4_pack1024 = 2,
eR11_unorm_lvl5_pack1024 = 3,
};
Principle dataflow
Here are some of the core data structures stored within bary files.
// gives details about what values are stored
// and how they are laid out across a triangle.
struct bary::ValuesInfo
{
Format valueFormat;
// spatial layout of values across the subdivided triangle
ValueLayout valueLayout;
// per-vertex or per-triangle
ValueFrequency valueFrequency;
// how many values there are in total (or bytes for compressed / special packed formats)
uint32_t valueCount;
// compressed or special packed formats must use
// valueByteSize 1
uint32_t valueByteSize;
// valueByteAlignment must be at least 4 bytes, higher alignment only
// if it is power of two and either matching valueByteSize, or if special formats
// demand for it. (e.g. eRG32_sfloat is 8 byte aligned, but eRGB32_sfloat 4 byte)
uint32_t valueByteAlignment;
}
// provides key information for every Micromap Triangle
struct bary::Triangle
{
// valuesOffset must be ascending from t to t+1
// and are relative to the group that this triangle belongs to
// for uncompressed: serves as indexOffset (valueFormat agnostic)
// for compressed / special packed: serves as byteOffset (given valueByteSize is 1 for those)
uint32_t valuesOffset;
// the subdivision level of this triangle, influences how much
// values are relevant to it.
uint16_t subdivLevel;
// if the values are stored compressed
uint16_t blockFormat;
};
// groups allow to store multiple groups of independent values and triangles
// of same value info in one file.
struct bary::Group
{
// first/count must be linear ascending and non-overlapping
uint32_t triangleFirst;
uint32_t triangleCount;
uint32_t valueFirst;
uint32_t valueCount;
uint32_t minSubdivLevel;
uint32_t maxSubdivLevel;
// for UNORM,SNORM,FLOAT values these
// represent the final value range
// (value * scale) + bias
ValueFloatVector floatBias;
ValueFloatVector floatScale;
};
// typical file content can therefore be accessed via a pointer view
struct bary::BasicPropsView
{
// mandatory for all
const Group* groups = nullptr;
uint32_t groupsCount = 0;
const ValuesInfo* valuesInfo = nullptr;
const uint8_t* values = nullptr;
const Triangle* triangles = nullptr;
uint32_t trianglesCount = 0;
...
};
The following describes their relationship:
-
mesh.
: data typically stored within the 3d mesh file loaded by application -
bary.
: data stored within a bary file -
mesh.triangle
: a triangle (triangle/quad) within the geometry (aka baseTriangle), is mapped to 1:bary.triangle
: a triangle within the barycentric data container, has information where actual values are stored within the bary values. Can be split into N >= 1:bary.blocktriangle
: when block compression is used, splitting of abary.triangle
into triangles of lower subdivision that each represent a compressed block.
Looking at the data we store in file:
-
mesh.triangleMapping
: index to mapmesh.triangle
tobary.triangle
(think like UV coordinate for texture) The majority of the content will have unique 1:1 mapping, which allows to skip this mapping buffer. This is mostly meant for micro-instancing some displacements all over within a single mesh. -
mesh.triangleFlags
: used to generate watertight displacement for eachmesh.triangle
- store "half resolution" information, set the n-th bit, if the n-th edge has an adjacent
mesh.triangle
of half resolutionbary.triangle
- cannot be stored in the bary file, as each
mesh.triangle
could have different adjacency behahvior but map to the samebary.triangle
.
- store "half resolution" information, set the n-th bit, if the n-th edge has an adjacent
-
bary.triangles
: links bary triangles to values.- subdivision level of triangle
- offsets for values
- block format (if all explicit or implicit subtriangles use the same block format)
-
bary.values
: raw data uploaded in one big blob to GPU, stores values in special barycentric ordering (uncompressed or compressed formats exist)
for baseTriangleIdx in mesh.triangles
{
tri = bary.triangles[ mesh.barytriangleMapping[ baseTriangleIdx ] ];
triValues = & bary.values[ tri.valuesOffset ];
// these values are either per vertex or per triangle and stored in a canonical
// spatial order according to the valueLayout
for (i < computeValueCount(bary.valuesInfo.valueFrequency, tri.subdivLevel))
{
value = triValues[ i ];
}
}
Limitations
- Barycentric data is dependent on the winding of the mesh triangle.
- Currently no support for "mirrored" barycentric data (same data used with a different
mesh.triangle
winding order) like UV textures would allow.
Open Issues
-
Modelling tools currently will not support generating a mapping table between mesh and bary container. Modifying such tables under topological changes during modelling operations would also be unfortunate. For now we focus on a unique 1:1 mapping of mesh and barycentric triangles.
One relatively easy method to enhance this, is to use the existing three UV-texture coords of a mesh triangle as a single key to identify which triangles should get matching mapping indices. This way we can re-use relationship information available in existing files, as well as use existing UV-tools. We would simply not care about UV-texture coords as such, but only for sake to identify those triangles that should use same barycentric data. This way an artist can clone the mesh triangles and the relationship, that these share identical values, would stay intact.
Support Contact
Feel free to file issues directly on the GitHub page or reach out to NVIDIA at displacedmicromesh-sdk-support@nvidia.com