perf(viewport): render camera frustums with GPU instancing#1312
Merged
MrNeRF merged 4 commits intoJun 23, 2026
Conversation
Camera frustum overlays were rebuilt and re-uploaded on the CPU every frame for every visible camera (~160k vertices/frame for large COLMAP datasets), causing viewport lag while navigating with frustums enabled. The cost was CPU/driver-bound, so it was most noticeable on Windows. Perspective frustums now draw via a single instanced draw per viewport panel: one storage-buffer instance per camera (model matrix + color), with the vertex shader generating the 8 edges, projecting them with the same camera-space pinhole as the scene, and expanding them into anti-aliased, depth-faded lines (reusing the shape-overlay fragment logic). Thumbnails and equirectangular frustums keep the existing path. Co-Authored-By: Oz <oz-agent@warp.dev>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Camera frustum overlays were rebuilt and re-uploaded on the CPU every frame for every visible camera (~160k vertices/frame for large COLMAP datasets), causing viewport lag while navigating with frustums enabled. The cost was CPU/driver-bound, so it was most noticeable on Windows.
Perspective frustums now draw via a single instanced draw per viewport panel: one storage-buffer instance per camera (model matrix + color), with the vertex shader generating the 8 edges, projecting them with the same camera-space pinhole as the scene, and expanding them into anti-aliased, depth-faded lines (reusing the shape-overlay fragment logic). Thumbnails and equirectangular frustums keep the existing path.