Skip to content

Conversation

@greeble-dev
Copy link
Contributor

@greeble-dev greeble-dev commented Nov 14, 2025

Objective

Mostly fix #4971 by adding a new option for updating skinned mesh Aabb components from joint transforms.

skinned_bounds_pr_2.mp4

This fixes cases where vertex positions are only modified through skinning. It doesn't fix other cases like morph targets and vertex shaders.

The PR kind of upstreams bevy_mod_skinned_aabb, but with some changes to make it simpler and more reliable.

Dependencies

Background

If a main world entity has a Mesh3d component then it's automatically assigned an Aabb component. This is done by bevy_camera or bevy_gltf. The Aabb is used by bevy_camera for frustum culling. It can also be used by bevy_picking as an optimization, and by third party crates.

But there's a problem - the Aabb can be wrong if something changes the mesh's vertex positions after the Aabb is calculated. The most common culprits are skinning or morph targets. Vertex positions can also be changed by mutating the Mesh asset (#4294), or by vertex shaders.

The most common solution has been to disable frustum culling via the NoFrustumCulling component. This is simple, and might even be the most efficient approach for apps where meshes tend to stay on-screen. But it's annoying to implement, bad for apps where meshes are often off-screen, and it only fixes frustum culling - it doesn't help other systems that use the Aabb.

Solution

This PR adds a reliable and reasonably efficient method of updating the Aabb of a skinned mesh from its animated joint transforms. See the "How does it work" section for more detail.

The glTF loader can add skinned bounds automatically if a new GltfSkinnedMeshBoundsPolicy option is enabled in GltfPlugin or GltfLoaderSettings:

app.add_plugins(DefaultPlugins.set(GltfPlugin {
    skinned_mesh_bounds_policy: GltfSkinnedMeshBoundsPolicy::Dynamic,
    ..default()
}))

The new option is enabled by default. I think this is the right choice for several reasons:

  • Bugs caused by skinned mesh culling have been a regular pain for both new and experienced users. Now the most common case Just Works(tm).
  • The CPU cost is modest (see later section), and sophisticated users can opt-out.
  • GPU limited apps might see a performance increase if the user was previously disabling culling.

For non-glTF cases, the user must ask Mesh to generate the skinned bounds, and then add the DynamicSkinnedMeshBounds marker component to their mesh entity.

mesh.generate_skinned_mesh_bounds()?;
let mesh_asset = mesh_assets.add(mesh);
entity.insert((Mesh3d(mesh_asset), DynamicSkinnedMeshBounds));

See the custom_skinned_mesh example for real code.

There's some downsides to the new approach:

Bonus Features

GltfSkinnedMeshBoundsPolicy::NoFrustumCulling

This is a convenience for users who prefer the NoFrustumCulling workaround, but want to avoid the hassle of adding it after a glTF scene has been spawned.

app.add_plugins(DefaultPlugins.set(GltfPlugin {
    skinned_mesh_bounds_policy: GltfSkinnedMeshBoundsPolicy::NoFrustumCulling,
    ..default()
}))

PR #21845 is also adding an option related to skinned mesh bounds. I'm fine if that PR lands first - I'll update this PR to include the option.

Gizmos

bevy_gizmos::SkinnedMeshBoundsGizmoPlugin can draw the per-joint AABBs.

fn toggle_skinned_mesh_bounds(mut config: ResMut<GizmoConfigStore>) {
    config.config_mut::<SkinnedMeshBoundsGizmoConfigGroup>().1.draw_all ^= true;
}

The name is debatable. It's not technically drawing the bounds of the skinned mesh - it's drawing the per-joint bounds that contribute to the bounds of the skinned mesh.

Testing

cargo run --example test_skinned_mesh_bounds

# Press `B` to show mesh bounds, 'J' to show joint bounds.
cargo run --example scene_viewer --features "free_camera" -- "assets/models/animated/Fox.glb"
cargo run --example scene_viewer --features "free_camera" -- "assets/models/SimpleSkin/SimpleSkin.gltf"

# More complicated mesh downloaded from https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/RecursiveSkeletons
cargo run --example scene_viewer --features "free_camera" -- "RecursiveSkeletons.glb"

cargo run --example custom_skinned_mesh

I also hacked custom_skinned_mesh to simulate awkward cases like rotated and off-screen entities.

How Does It Work?

Click to expand

Summary

Mesh::generated_skinned_mesh_bounds calculates an AABB for each joint in the mesh - the AABB encloses all the vertices skinned to that joint. Then every frame, bevy_camera::update_skinned_mesh_bounds uses the current joint transforms to calculate an Aabb that encloses all the joint AABBs.

This approach is reliable, in that the final Aabb will always enclose the skinned vertices. But it can be larger than necessary. In practice it's tight enough to be useful, and rarely more than 50% bigger.

This approach works even with non-rigid transforms and soft skinning. If there's any doubt then I can add more detail.

Awkward Bits

The solution is not as simple and efficient as it could be.

Problem 1: Joint transforms are world-space, Aabb is entity-space.

  • Ideally we'd use the world-space joint transforms to calculate a world-space Aabb, but that's not possible.
  • The obvious solution is to transform the joints to entity-space, so the Aabb is directly calculated in entity-space.
    • But that means an extra matrix multiply per joint.
  • This PR calculates the Aabb in world-space and then transforms it to entity-space.
    • That avoids a matrix multiply per-joint, but can increase the size of the Aabb.

Problem 2: Joint AABBs are in a surprising(?) space.

  • When creating joint AABBs from a mesh, the intuitive solution would be to calculate them in joint-space.
    • Then the update just has to transform them by the world-space joint transform.
  • But to calculate them in joint-space we need both the bind pose vertex positions and the bind pose joint transforms.
    • These two parts are in separate assets - Mesh and SkinnedMeshInverseBindposes - and those assets can be mixed and matched.
    • So we'd need to calculate a SkinnedMeshBoundsAsset for each combination of Mesh and SkinnedMeshInverseBindposes.
    • (bevy_mod_skinned_aabb uses this approach - it's slow and fragile.)
  • This PR calculates joint AABBs in mesh-space (or more strictly speaking: bind pose space).
    • That can be done with just the Mesh asset.
  • One downside is that the update needs an extra matrix multiply so we can go from mesh-space to world-space.
    • However, this might become a performance advantage if frustum culling changes - see the "Future Options" section.
  • Another minor downside is that mesh-space AABBs (red in the screenshot below) tend to be bigger than joint-space AABBs (green), since joints with one long axis might be at an awkward angle in mesh-space.
image

Future Options

For frustum culling there's a cheeky way to optimize and simplify skinned bounds - put frustum culling in the renderer and calculate a world-space AABB during extract_skins. The joint transform will be already loaded and in the right space, so we can avoid an entity lookup and matrix multiply. I estimate this would make skinned bounds 3x faster.

Another option is to change main world frustum culling to use a world-space AABB. So there would be a new GlobalAabb component that gets updated each frame from Aabb and the entity transform (which is basically the same as transform propagation and the relationship between Transform and GlobalTransform). This has some advantages and disadvantages but I won't get into them here - I think putting frustum culling into the renderer is a better option.

(Note that putting frustum culling into the renderer doesn't mean removing the current main world visibility system - it just means the main world system would be separate opt-in system)

Performance

Click to expand

Initialization

Creating the skinned bounds asset for Fox.glb (576 verts, 22 skinned joints) takes 0.03ms. Loading the whole glTF takes 8.7ms, so this is a <1% increase.

Per-Frame

The many_foxes example has 1000 skinned meshes, each with 22 skinned joints. Updating the skinned bounds takes 0.086ms. This is a throughput of roughly 250,000 joints per millisecond, using two threads.

image

The whole animation update takes 3.67ms (where "animation update" = advancing players + graph evaluation + transform propagation). So we can kinda sorta claim that this PR increases the cost of skinned animation by roughly 3%. But that's very hand-wavey and situation dependent.

This was tested on an AMD Ryzen 7900 but with TaskPoolOptions::with_num_threads(6) to simulate a lower spec CPU. Comparing against a few other threading options:

  • Non-parallel: 0.141ms.
  • 6 threads (2 compute threads): 0.086ms.
  • 24 threads (15 compute threads): 0.051ms.

So the parallel iterator is better but quickly hits diminishing returns as the number of threads increases.

Future Options

The "How Does It Work" section mentions moving skinned mesh bounds into the renderer's skin extraction. Based on some microbenchmarks, I estimate this would reduce non-parallel many_foxes from 0.141ms to 0.049ms, so roughly 3x faster. Requiring AVX2 (to enable broadcast loads) or pre-splatting (to fake broadcast loads for SSE) would knock off another 25%. And fancier SIMD approaches could do better again.

There's also approaches that trade reliability for performance. For character rigs, an effective optimization is to fold face and finger joints into a single bound on the head and hand joints. This can reduce the number of joints required by 50-80%.

FAQ

Click to expand

Why can't it be automatically added to any mesh? Then the glTF importer and custom mesh generators wouldn't need special logic.

bevy_mod_skinned_aabb took the automatic approach, and I don't think the outcome was good. It needs some surprisingly fiddly and fragile logic to decide when an entity has the right combination of assets in the right loaded state. And it can never work with RenderAssetUsages::RENDER_WORLD.

So this PR takes a more modest and manual approach. I think there's plenty of scope to generalise and automate as the asset pipeline matures. If the glTF importer becomes a purer glTF -> BSN transform, then adding skinned bounds could be a general scene/asset transform that's shared with other importers and custom mesh generators.

Why is the data in Mesh? Shouldn't it go in SkinnedMesh or SkinnedMeshInverseBindposes?

That might seem intuitive, but it wouldn't work in practice - the data is derived from Mesh alone. SkinnedMesh doesn't work because it's per mesh instance, so the data would be duplicated. SkinnedMeshInverseBindposes doesn't work because it can be shared between multiple meshes.

The names are a bit misleading - Mesh does contain some skinning data, while SkinnedMesh and SkinnedMeshInverseBindposes are more like joint bindings one step removed from the vertex data.

Why not put the bounds on the joint entities?

This is surprisingly tricky in practice because multiple meshes can be bound to the same joint entity. So there would need to be logic that tracks the bindings and updates the bounds as meshes are added and removed.

Why is the DynamicSkinnedMeshBounds component required?

It's an optimisation for users who want to opt out. It might also be useful for future expansion, like adding options to approximate the bounds with an AABB attached to a single joint.

Why are the update system and DynamicSkinnedMeshBounds component in bevy_camera? Shouldn't they be in bevy_mesh?

bevy_camera is the owner and main user of Aabb, and already has some mesh related logic (calculate_bounds automatically adds an Aabb to mesh entities). So putting it in bevy_camera is consistent with the current structure. I'd agree that it's a little awkward though and could change in future.

What Do Other Engines Do?

Click to expand
  • Unreal: Automatically uses collision shapes attached to joints, which is similar to this PR in practice but fragile and inefficient. Also supports various fixed bounds options.
  • Unity: Fixed bounds attached to the root bone. Automatically calculated from animation poses or specified manually (documentation).
  • Godot: Appears to use roughly the same method as this PR, although I didn't 100% confirm. See MeshStorage::mesh_get_aabb and RendererSceneCull::_update_instance_aabb.
  • O3DE: Fixed bounds attached to root bone, plus option to approximate the AABB from joint origins and a fudge factor.

An approach that's been proposed several times for Bevy is copying Unity's "fixed AABB from animation poses". I think this is more complicated and less reliable than many people expect. More complicated because linking animations to meshes can often be difficult. Less reliable because it doesn't account for ragdolls and procedural animation. But it could still be viable for for simple cases like a single self-contained glTF with basic animation.

…ional. This is arguably unnecessary as the `Mesh3d` component currently requires a transform, but maybe that changes in future.
…nent + asset. So `SkinnedMeshBounds` is now a component with a `Handle<SkinnedMeshBoundsAsset>`. This is annoying, but fixes render-world-only meshes breaking, and means `update_skinned_mesh_bounds` can efficiently ignore skinned meshes without skinned bounds.
…added bounds rendering for testing, but might remove it later.
…joint indices rather than keeping them separate. This is a little bit wasteful (two bytes per joint), but much simpler.
@greeble-dev greeble-dev added C-Feature A new feature, making something new possible A-Rendering Drawing game state to the screen A-Animation Make things move and change over time M-Release-Note Work that should be called out in the blog due to impact S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged labels Nov 14, 2025
@janhohenheim
Copy link
Member

I very much like the approach presented here and think it's a very reasonable default.

The policy enum should be expanded to include @pcwalton's approach: don't generate any AABB, but keep frustum culling, since all AABBs will be artist-authored and inserted manually

@greeble-dev greeble-dev marked this pull request as ready for review December 2, 2025 15:33
@greeble-dev
Copy link
Contributor Author

greeble-dev commented Dec 2, 2025

PR is now ready for review.

The bounds data has been moved to Mesh, so it will break if the mesh only has RenderAssetUsages::RENDER_WORLD. This will be fixed by #21732. If that PR doesn't land within the same release cycle then the docs and release notes will need updating.

I also added an example based test - see the video at the top of the PR. I'm not entirely sure this is justified as it's a manual visual test, and not well suited to screenshot comparison. bevy_mod_skinned_aabb has a more comprehensive automated test that generates random meshes and checks them against the skinned vertices. But it's +1000 lines of code, so maybe a bit much. I could make a follow up PR if anyone feels more automated testing should be explored. I can also remove the current test from this PR if it's a bit much to review.

@janhohenheim janhohenheim added S-Needs-Review Needs reviewer attention (from anyone!) to move forward C-Bug An unexpected or incorrect behavior and removed S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged labels Dec 2, 2025
Comment on lines +2190 to +2193
/// Set this mesh's [`SkinnedMeshBounds`].
pub fn set_skinned_mesh_bounds(&mut self, skinned_mesh_bounds: Option<SkinnedMeshBounds>) {
self.skinned_mesh_bounds = skinned_mesh_bounds;
}
Copy link
Contributor Author

@greeble-dev greeble-dev Dec 15, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I wasn't sure whether to use accessors or change Mesh::skinned_mesh_bounds to be public. Accessors feel just a bit safer.

@cart cart modified the milestones: 0.18, 0.19 Dec 17, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

A-Animation Make things move and change over time A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior C-Feature A new feature, making something new possible M-Release-Note Work that should be called out in the blog due to impact S-Needs-Review Needs reviewer attention (from anyone!) to move forward

Projects

Status: No status

Development

Successfully merging this pull request may close these issues.

Animated meshes disapear if their original position is not within the field of view

6 participants