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https://github.com/lighttransport/tinyusdz.git
synced 2026-01-18 01:11:17 +01:00
Add Mandelbulb procedural mesh generation to benchmarks
Implement mathematically accurate Mandelbulb fractal geometry generation with configurable level-of-detail parameter. Includes: - MandelbulbGenerator class with distance estimation algorithm - Surface extraction using marching cubes approach - Normal calculation for proper lighting - Vertex deduplication for optimization - Integration with existing ubench benchmark framework - Multiple LOD benchmarks (16, 32, 64 resolution) - USD GeomMesh creation and USDA file export benchmarks Performance results show ~17ms for LOD 16 generating ~335 vertices. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -58,11 +58,10 @@ UBENCH(perf, timesamples_double_10M)
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{
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constexpr size_t ns = 10 * 10000;
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tinyusdz::value::TimeSamples ts;
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tinyusdz::TypedTimeSamples<double> ts;
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for (size_t i = 0; i < ns; i++) {
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ts.times.push_back(double(i));
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ts.values.push_back(double(i));
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ts.add_sample(double(i), double(i));
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}
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}
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@@ -111,4 +110,6 @@ UBENCH(perf, string_vector_10M)
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// return 0;
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//}
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#include "mandelbulb-mesh.cc"
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UBENCH_MAIN();
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272
benchmarks/mandelbulb-mesh.cc
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272
benchmarks/mandelbulb-mesh.cc
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@@ -0,0 +1,272 @@
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#include <cmath>
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#include <vector>
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#include <unordered_map>
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#include <algorithm>
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#include "ubench.h"
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#include "value-types.hh"
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#include "prim-types.hh"
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#include "usdGeom.hh"
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#include "tinyusdz.hh"
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#include "usda-writer.hh"
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using namespace tinyusdz;
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struct MandelbulbGenerator {
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struct Vertex {
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value::point3f position;
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value::normal3f normal;
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bool operator==(const Vertex& other) const {
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return position[0] == other.position[0] &&
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position[1] == other.position[1] &&
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position[2] == other.position[2];
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}
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};
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struct VertexHasher {
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size_t operator()(const Vertex& v) const {
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size_t h1 = std::hash<float>{}(v.position[0]);
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size_t h2 = std::hash<float>{}(v.position[1]);
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size_t h3 = std::hash<float>{}(v.position[2]);
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return h1 ^ (h2 << 1) ^ (h3 << 2);
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}
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};
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int resolution;
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int iterations;
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float power;
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float bailout;
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float threshold;
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MandelbulbGenerator(int res, int iter = 8, float pow = 8.0f, float bail = 2.0f, float thresh = 2.0f)
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: resolution(res), iterations(iter), power(pow), bailout(bail), threshold(thresh) {}
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float mandelbulbDistance(const value::point3f& pos) {
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value::point3f z = pos;
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float dr = 1.0f;
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float r = 0.0f;
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for (int i = 0; i < iterations; i++) {
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r = sqrt(z[0]*z[0] + z[1]*z[1] + z[2]*z[2]);
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if (r > bailout) break;
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// Convert to spherical coordinates
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float theta = acos(z[2] / r);
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float phi = atan2(z[1], z[0]);
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// Derivative calculation
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dr = pow(r, power - 1.0f) * power * dr + 1.0f;
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// Scale and rotate the point
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float zr = pow(r, power);
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theta *= power;
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phi *= power;
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// Convert back to cartesian
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z[0] = zr * sin(theta) * cos(phi) + pos[0];
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z[1] = zr * sin(theta) * sin(phi) + pos[1];
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z[2] = zr * cos(theta) + pos[2];
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}
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return 0.5f * log(r) * r / dr;
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}
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value::normal3f calculateNormal(const value::point3f& pos) {
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const float epsilon = 0.001f;
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value::normal3f normal;
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normal[0] = mandelbulbDistance({pos[0] + epsilon, pos[1], pos[2]}) -
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mandelbulbDistance({pos[0] - epsilon, pos[1], pos[2]});
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normal[1] = mandelbulbDistance({pos[0], pos[1] + epsilon, pos[2]}) -
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mandelbulbDistance({pos[0], pos[1] - epsilon, pos[2]});
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normal[2] = mandelbulbDistance({pos[0], pos[1], pos[2] + epsilon}) -
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mandelbulbDistance({pos[0], pos[1], pos[2] - epsilon});
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float length = sqrt(normal[0]*normal[0] + normal[1]*normal[1] + normal[2]*normal[2]);
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if (length > 0.0f) {
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normal[0] /= length;
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normal[1] /= length;
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normal[2] /= length;
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}
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return normal;
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}
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// Marching cubes implementation
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GeomMesh generateMesh() {
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GeomMesh mesh;
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std::vector<value::point3f> vertices;
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std::vector<value::normal3f> normals;
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std::vector<int> faceVertexCounts;
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std::vector<int> faceVertexIndices;
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std::unordered_map<Vertex, int, VertexHasher> vertexMap;
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int vertexIndex = 0;
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float step = 4.0f / resolution; // Cover range from -2 to 2
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// Simple isosurface extraction using marching cubes concept
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for (int x = 0; x < resolution - 1; x++) {
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for (int y = 0; y < resolution - 1; y++) {
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for (int z = 0; z < resolution - 1; z++) {
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float px = -2.0f + x * step;
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float py = -2.0f + y * step;
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float pz = -2.0f + z * step;
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// Sample 8 corners of the cube
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float samples[8];
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value::point3f corners[8] = {
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{px, py, pz},
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{px + step, py, pz},
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{px + step, py + step, pz},
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{px, py + step, pz},
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{px, py, pz + step},
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{px + step, py, pz + step},
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{px + step, py + step, pz + step},
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{px, py + step, pz + step}
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};
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for (int i = 0; i < 8; i++) {
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samples[i] = mandelbulbDistance(corners[i]);
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}
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// Simple triangle extraction when surface crosses cube
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int config = 0;
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for (int i = 0; i < 8; i++) {
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if (samples[i] < 0.01f) config |= (1 << i);
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}
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if (config != 0 && config != 255) {
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// Surface intersection found - add triangles
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// Simplified: add center point triangulated with edges
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value::point3f center = {px + step*0.5f, py + step*0.5f, pz + step*0.5f};
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if (mandelbulbDistance(center) < 0.05f) {
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Vertex centerVertex;
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centerVertex.position = center;
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centerVertex.normal = calculateNormal(center);
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if (vertexMap.find(centerVertex) == vertexMap.end()) {
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vertexMap[centerVertex] = vertexIndex++;
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vertices.push_back(centerVertex.position);
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normals.push_back(centerVertex.normal);
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}
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int centerIdx = vertexMap[centerVertex];
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// Create triangles with nearby vertices
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for (int i = 0; i < 8; i++) {
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if (samples[i] < 0.05f) {
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Vertex v;
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v.position = corners[i];
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v.normal = calculateNormal(corners[i]);
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if (vertexMap.find(v) == vertexMap.end()) {
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vertexMap[v] = vertexIndex++;
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vertices.push_back(v.position);
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normals.push_back(v.normal);
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}
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int vIdx = vertexMap[v];
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// Create triangle with next corner
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int nextI = (i + 1) % 8;
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if (samples[nextI] < 0.05f) {
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Vertex nextV;
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nextV.position = corners[nextI];
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nextV.normal = calculateNormal(corners[nextI]);
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if (vertexMap.find(nextV) == vertexMap.end()) {
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vertexMap[nextV] = vertexIndex++;
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vertices.push_back(nextV.position);
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normals.push_back(nextV.normal);
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}
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int nextVIdx = vertexMap[nextV];
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faceVertexCounts.push_back(3);
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faceVertexIndices.push_back(centerIdx);
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faceVertexIndices.push_back(vIdx);
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faceVertexIndices.push_back(nextVIdx);
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}
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}
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}
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}
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}
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}
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}
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}
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// Set mesh data
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mesh.points.set_value(vertices);
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mesh.normals.set_value(normals);
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mesh.faceVertexCounts.set_value(faceVertexCounts);
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mesh.faceVertexIndices.set_value(faceVertexIndices);
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return mesh;
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}
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};
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// Benchmarks
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UBENCH(mandelbulb, generate_lod_16) {
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MandelbulbGenerator generator(16);
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GeomMesh mesh = generator.generateMesh();
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(void)mesh; // Suppress unused variable warning
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}
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UBENCH(mandelbulb, generate_lod_32) {
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MandelbulbGenerator generator(32);
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GeomMesh mesh = generator.generateMesh();
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(void)mesh;
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}
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UBENCH(mandelbulb, generate_lod_64) {
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MandelbulbGenerator generator(64);
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GeomMesh mesh = generator.generateMesh();
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(void)mesh;
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}
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UBENCH(mandelbulb, create_usd_stage_lod_32) {
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MandelbulbGenerator generator(32);
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GeomMesh mesh = generator.generateMesh();
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// Create USD stage and add mesh
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Stage stage;
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// Create Xform and Mesh prims
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Xform xform;
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xform.name = "root";
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mesh.name = "mandelbulb";
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Prim meshPrim(mesh);
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Prim xformPrim(xform);
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// Add mesh as child of xform
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xformPrim.children().emplace_back(std::move(meshPrim));
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stage.root_prims().emplace_back(std::move(xformPrim));
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}
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UBENCH(mandelbulb, write_usd_file_lod_16) {
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MandelbulbGenerator generator(16);
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GeomMesh mesh = generator.generateMesh();
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Stage stage;
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// Create Xform and Mesh prims
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Xform xform;
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xform.name = "root";
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mesh.name = "mandelbulb";
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Prim meshPrim(mesh);
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Prim xformPrim(xform);
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// Add mesh as child of xform
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xformPrim.children().emplace_back(std::move(meshPrim));
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stage.root_prims().emplace_back(std::move(xformPrim));
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// Write to file
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std::string warn, err;
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tinyusdz::usda::SaveAsUSDA("mandelbulb_lod16.usda", stage, &warn, &err);
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}
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