Files
VoxelForge/Source/VoxelForge/Public/VoxelNoise.h
T
Fr0zkaandClaude Opus 5 1d824aaab2 perf(noise): batch the three cave-warp channels through the SIMD evaluator -- exact, ~4% faster
The remove-one ablation, re-confirmed on the current build, puts the cave warp at 11.0% static /
11.8% moving of worker time: three independent Perlin3D calls per sample. VoxelNoise::Perlin3D_x3
evaluates the three warp channels together through the existing SIMD evaluator (Codex; reviewed
by me). It is wired into the generator, op-stack, classifier and room/player-fit unwarp paths.

Exact: the field is byte-identical. 0/841 tiles changed, 0 triangle delta, 0 voxels of maximum
surface displacement; canonical export 07C14005 / b3e5f4c3..9b377; capability 20,830 / 10,909;
strate-crossing and sealed-proof tests pass. The seam test (VoxelForgeMazeSeamTest, extended) has
48 neighbouring-tile and 24 cross-LOD comparisons, 0 mismatches. Before/after renders from a
camera aimed at the real arrival tunnel are byte-identical.

Cross-machine determinism: Perlin3D_x3 adds no new intrinsics, no AVX, no FMA and no runtime CPU
dispatch. It reuses the evaluator behind the compile-time gate
`#if PLATFORM_ENABLE_VECTORINTRINSICS && PLATFORM_CPU_X86_FAMILY`, so every x64 machine runs the same
instruction path; its output matches the scalar path bit for bit.

Final DEFAULT build vs the committed-tip DLL (two interleaved runs each):
  static  worker 30.83 -> 29.47 s (-4.4%)   LOD0 generation p50/p95 56.3/99.3 -> 53.3/95.3 ms
  moving  worker 67.28 -> 64.56 s (-4.0%)   LOD0 generation p50/p95 55.9/99.0 -> 53.4/96.4 ms
Ledger: every launch passed; two harness false negatives (the seam test on the game-only
validator, and a trace ended by intentional forced termination) were rerun. No crash folders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 08:41:59 +02:00

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// VoxelNoise.h
// Float, SIMD-batched gradient-noise core (T2.a). Replaces UE's double-precision
// FMath::PerlinNoise3D on the density hot path (~6.6 ms/chunk was all noise math).
//
// WHY THIS EXISTS
// FMath::PerlinNoise3D is double-precision with a permutation-table lookup. The
// density field calls it >1M times per surface chunk (fBm octaves + domain warps).
// This core is:
// - FLOAT (no double math),
// - table-free hash-gradient Perlin (pure arithmetic → vectorizes cleanly),
// - SIMD-BATCHED across fBm octaves: one FractalNoise/Ridged call evaluates up to
// 4 octaves' Perlin samples in one 4-wide SSE pass.
//
// It is a DIFFERENT noise field than FMath's, so worlds re-tune ONCE (accepted).
//
// DETERMINISM / CACHES
// Perlin3D is a pure function of (x,y,z) exactly like the old call — every box-validity
// cache (SDF §8.10, biome, surface column) stays valid. No invariant changes.
//
// SCALAR vs SIMD
// Perlin3D (scalar) and Perlin3D_x4 (SSE) use the IDENTICAL formula, op-for-op, so on
// x86 (SSE math == scalar-float math, same IEEE rounding) they produce bit-identical
// results. The SSE path is therefore a pure speedup with no second re-tune. If it ever
// fails to build on a given toolchain, force the scalar fallback with one line:
// #define VF_NOISE_USE_SIMD 0 // (before including this header, or here)
// The scalar path alone is still a large win over the old double-precision core.
//
// REQUIRES: SSE4.1 for the SIMD path (UE5 x64 baseline is SSE4.2 → always available).
#pragma once
#include "CoreMinimal.h"
#include "VoxelTypes.h"
#if !defined(VF_NOISE_USE_SIMD)
#if PLATFORM_ENABLE_VECTORINTRINSICS && PLATFORM_CPU_X86_FAMILY
#define VF_NOISE_USE_SIMD 1
#else
#define VF_NOISE_USE_SIMD 0
#endif
#endif
#if VF_NOISE_USE_SIMD
#include <immintrin.h> // SSE4.1: _mm_floor_ps / _mm_mullo_epi32 / _mm_blendv_ps
#endif
namespace VoxelNoise
{
namespace Detail
{
// Table-free integer hash of a lattice corner → gradient selector. Pure mul/xor/shift
// so it vectorizes 1:1 (see the SSE Hash lambda below — must stay in lock-step).
FORCEINLINE uint32 HashCorner(int32 ix, int32 iy, int32 iz)
{
uint32 h = (uint32)ix * 0x9E3779B1u
^ (uint32)iy * 0x85EBCA77u
^ (uint32)iz * 0xC2B2AE3Du;
h ^= h >> 15; h *= 0x2C1B3C6Du;
h ^= h >> 12; h *= 0x297A2D39u;
h ^= h >> 15;
return h;
}
// Quintic fade 6t^5-15t^4+10t^3, factored as t^3 * (t*(6t-15)+10) so the SSE twin
// can mirror the exact grouping.
FORCEINLINE float Fade(float t)
{
const float inner = t * (t * 6.0f - 15.0f) + 10.0f;
const float t3 = t * t * t;
return t3 * inner;
}
// Ken Perlin's 12-gradient dot (hash&15 picks the gradient). Branchy form here;
// the SSE twin reproduces it with selects.
FORCEINLINE float GradDot(uint32 hash, float x, float y, float z)
{
const uint32 h = hash & 15u;
const float u = (h & 8u) == 0u ? x : y;
float v;
if ((h & 12u) == 0u) v = y; // h < 4
else if ((h & 13u) == 12u) v = x; // h == 12 or 14
else v = z;
const float ru = (h & 1u) == 0u ? u : -u;
const float rv = (h & 2u) == 0u ? v : -v;
return ru + rv;
}
FORCEINLINE float Lerp(float a, float b, float t) { return a + t * (b - a); }
}
// Single 3D Perlin sample, ~[-1,1] (typically [-0.7,0.7], same character as the old core
// so VOXEL_NOISE_SCALE still applies). Used for all single-sample domain warps.
FORCEINLINE float Perlin3D(float x, float y, float z)
{
using namespace Detail;
const float xf = FMath::FloorToFloat(x);
const float yf = FMath::FloorToFloat(y);
const float zf = FMath::FloorToFloat(z);
const int32 X = (int32)xf, Y = (int32)yf, Z = (int32)zf;
const float fx = x - xf, fy = y - yf, fz = z - zf;
const float su = Fade(fx), sv = Fade(fy), sw = Fade(fz);
const uint32 h000 = HashCorner(X, Y, Z );
const uint32 h100 = HashCorner(X+1, Y, Z );
const uint32 h010 = HashCorner(X, Y+1, Z );
const uint32 h110 = HashCorner(X+1, Y+1, Z );
const uint32 h001 = HashCorner(X, Y, Z+1);
const uint32 h101 = HashCorner(X+1, Y, Z+1);
const uint32 h011 = HashCorner(X, Y+1, Z+1);
const uint32 h111 = HashCorner(X+1, Y+1, Z+1);
const float fx1 = fx - 1.0f, fy1 = fy - 1.0f, fz1 = fz - 1.0f;
const float n000 = GradDot(h000, fx, fy, fz );
const float n100 = GradDot(h100, fx1, fy, fz );
const float n010 = GradDot(h010, fx, fy1, fz );
const float n110 = GradDot(h110, fx1, fy1, fz );
const float n001 = GradDot(h001, fx, fy, fz1);
const float n101 = GradDot(h101, fx1, fy, fz1);
const float n011 = GradDot(h011, fx, fy1, fz1);
const float n111 = GradDot(h111, fx1, fy1, fz1);
const float x00 = Lerp(n000, n100, su);
const float x10 = Lerp(n010, n110, su);
const float x01 = Lerp(n001, n101, su);
const float x11 = Lerp(n011, n111, su);
const float y0 = Lerp(x00, x10, sv);
const float y1 = Lerp(x01, x11, sv);
return Lerp(y0, y1, sw);
}
FORCEINLINE float Perlin3D(const FVector& P)
{
return Perlin3D((float)P.X, (float)P.Y, (float)P.Z);
}
// Hot density callers already own float voxel coordinates. Keeping this overload separate from
// FVector avoids constructing UE5's double-precision FVector merely to round the coordinates back
// to float at the noise entry point. It is the same scalar formula and remains deterministic on
// every build of the module.
FORCEINLINE float Perlin3D(const FVector3f& P)
{
return Perlin3D(P.X, P.Y, P.Z);
}
//=============================================================================
// LIPSCHITZ BOUND FOR THE ACTUAL 3D FIELD
//=============================================================================
// This is deliberately derived from the implementation above, rather than borrowed from a
// textbook Perlin constant. GradDot's h&15 table has the twelve UNNORMALIZED gradients
//
// (±1,±1,0), (±1,0,±1), (0,±1,±1)
//
// (the four duplicate selectors do not add any vectors). For one partial derivative, write the
// four x-edges of the trilinear interpolation as independent gradient pairs. With
// d = Fade'(x) = 30 x²(1-x)², each edge contributes the support of the actual gradient set at
//
// c0 = (1-x-dx, -dy, -dz), c1 = (x-d(1-x), dy, dz).
//
// The support is max(|a|+|b|, |a|+|c|, |b|+|c|), because every allowed gradient has exactly two
// non-zero ±1 components. Taking the four y/z edge weights and the exact fade derivative, a
// finite case split over those three support branches has supremum 15/4 on [0,1]^3 (attained at
// x=y=z=1/2). This maximization permits every corner hash to choose any member of the actual
// set, so it is an upper bound for every hash cell; it is also the supremum of that finite support
// relaxation, not the looser 1 + 4*max(Fade') = 8.5 bound used by the unrelated 2D floor relief.
//
// The vector bound below follows the same per-axis-bound × sqrt(dimension) method used by the
// floor-relief proof. Abs is 1-Lipschitz and VOXEL_NOISE_SCALE is positive, so the scaled N1
// field has this bound in noise-space coordinates. WormBlockSkip computes its radius after the
// anisotropic world->noise transform, so the HBias and VerticalScale factors are included there.
static constexpr double Perlin3DPartialAbsBound = 15.0 / 4.0;
static constexpr double Perlin3DGradientBound =
Perlin3DPartialAbsBound * 1.732050807568877293527446341505872L;
static constexpr double WormN1NoiseSpaceLipschitzBound =
static_cast<double>(VOXEL_NOISE_SCALE) * Perlin3DGradientBound;
// A four-point side gives the natural small worker-local blocks for the mesher's 35-point
// (32 cells + one-sample normal halo) LOD0 lattice. The cache is only an optimization; a failed
// proof falls through to the original per-sample N1/N2 code.
static constexpr int32 WormBlockSampleSide = 4;
// The center value is evaluated with the same float Perlin expression as N1. The endpoint noise
// coordinates are already float results of monotone positive/negative affine transforms, so their
// min/max box contains every float lattice sample exactly. The 1e-3 scaled-N1 margin covers the
// remaining center-evaluation/interpolation rounding with substantial headroom; the proof remains
// strict because both the Lipschitz term and this margin are subtracted before comparing with T.
static constexpr double WormBlockOutputRoundMargin = 1.0e-3;
FORCEINLINE bool ProvesScaledAbsPerlin3DAbove(
const FVector3f& CenterNoisePosition,
const FVector3f& MinNoisePosition,
const FVector3f& MaxNoisePosition,
float Threshold,
double ScaledFieldLipschitzBound)
{
if (!FMath::IsFinite(CenterNoisePosition.X)
|| !FMath::IsFinite(CenterNoisePosition.Y)
|| !FMath::IsFinite(CenterNoisePosition.Z)
|| !FMath::IsFinite(MinNoisePosition.X)
|| !FMath::IsFinite(MinNoisePosition.Y)
|| !FMath::IsFinite(MinNoisePosition.Z)
|| !FMath::IsFinite(MaxNoisePosition.X)
|| !FMath::IsFinite(MaxNoisePosition.Y)
|| !FMath::IsFinite(MaxNoisePosition.Z)
|| !FMath::IsFinite(Threshold)
|| !(Threshold > 0.0f)
|| !FMath::IsFinite(ScaledFieldLipschitzBound)
|| !(ScaledFieldLipschitzBound > 0.0))
{
return false;
}
const double Dx = FMath::Max(
FMath::Abs(static_cast<double>(MinNoisePosition.X)
- static_cast<double>(CenterNoisePosition.X)),
FMath::Abs(static_cast<double>(MaxNoisePosition.X)
- static_cast<double>(CenterNoisePosition.X)));
const double Dy = FMath::Max(
FMath::Abs(static_cast<double>(MinNoisePosition.Y)
- static_cast<double>(CenterNoisePosition.Y)),
FMath::Abs(static_cast<double>(MaxNoisePosition.Y)
- static_cast<double>(CenterNoisePosition.Y)));
const double Dz = FMath::Max(
FMath::Abs(static_cast<double>(MinNoisePosition.Z)
- static_cast<double>(CenterNoisePosition.Z)),
FMath::Abs(static_cast<double>(MaxNoisePosition.Z)
- static_cast<double>(CenterNoisePosition.Z)));
const double Radius = FMath::Sqrt(Dx * Dx + Dy * Dy + Dz * Dz);
// Keep this operation in float and in the same order as the production N1 expression. The
// double conversion is only for the conservative comparison below.
const float CenterN1 = FMath::Abs(
Perlin3D(CenterNoisePosition) * VOXEL_NOISE_SCALE);
if (!FMath::IsFinite(CenterN1))
{
return false;
}
return static_cast<double>(CenterN1)
- ScaledFieldLipschitzBound * Radius
>= static_cast<double>(Threshold) + WormBlockOutputRoundMargin;
}
//=============================================================================
// 4-WIDE BATCH — the SIMD multiplier. Computes 4 independent Perlin samples.
// Inputs are 4-element arrays; unused lanes must be zero-filled by the caller
// (FBM/Ridged below do). Results written to Out[0..3].
//=============================================================================
#if VF_NOISE_USE_SIMD
FORCEINLINE void Perlin3D_x4(const float* Xs, const float* Ys, const float* Zs, float* Out)
{
const __m128 x = _mm_loadu_ps(Xs);
const __m128 y = _mm_loadu_ps(Ys);
const __m128 z = _mm_loadu_ps(Zs);
const __m128 xf = _mm_floor_ps(x);
const __m128 yf = _mm_floor_ps(y);
const __m128 zf = _mm_floor_ps(z);
const __m128i X = _mm_cvttps_epi32(xf);
const __m128i Y = _mm_cvttps_epi32(yf);
const __m128i Z = _mm_cvttps_epi32(zf);
const __m128 fx = _mm_sub_ps(x, xf);
const __m128 fy = _mm_sub_ps(y, yf);
const __m128 fz = _mm_sub_ps(z, zf);
const __m128 c6 = _mm_set1_ps(6.0f);
const __m128 c15 = _mm_set1_ps(15.0f);
const __m128 c10 = _mm_set1_ps(10.0f);
auto Fade = [&](const __m128 t) -> __m128
{
const __m128 inner = _mm_add_ps(_mm_mul_ps(t, _mm_sub_ps(_mm_mul_ps(t, c6), c15)), c10);
const __m128 t3 = _mm_mul_ps(_mm_mul_ps(t, t), t);
return _mm_mul_ps(t3, inner);
};
const __m128 su = Fade(fx);
const __m128 sv = Fade(fy);
const __m128 sw = Fade(fz);
const __m128i one = _mm_set1_epi32(1);
const __m128i X1 = _mm_add_epi32(X, one);
const __m128i Y1 = _mm_add_epi32(Y, one);
const __m128i Z1 = _mm_add_epi32(Z, one);
const __m128i k1 = _mm_set1_epi32((int32)0x9E3779B1u);
const __m128i k2 = _mm_set1_epi32((int32)0x85EBCA77u);
const __m128i k3 = _mm_set1_epi32((int32)0xC2B2AE3Du);
const __m128i m1 = _mm_set1_epi32((int32)0x2C1B3C6Du);
const __m128i m2 = _mm_set1_epi32((int32)0x297A2D39u);
auto Hash = [&](const __m128i ix, const __m128i iy, const __m128i iz) -> __m128i
{
__m128i h = _mm_xor_si128(_mm_xor_si128(_mm_mullo_epi32(ix, k1),
_mm_mullo_epi32(iy, k2)),
_mm_mullo_epi32(iz, k3));
h = _mm_xor_si128(h, _mm_srli_epi32(h, 15)); h = _mm_mullo_epi32(h, m1);
h = _mm_xor_si128(h, _mm_srli_epi32(h, 12)); h = _mm_mullo_epi32(h, m2);
h = _mm_xor_si128(h, _mm_srli_epi32(h, 15));
return h;
};
const __m128 fx1 = _mm_sub_ps(fx, _mm_set1_ps(1.0f));
const __m128 fy1 = _mm_sub_ps(fy, _mm_set1_ps(1.0f));
const __m128 fz1 = _mm_sub_ps(fz, _mm_set1_ps(1.0f));
const __m128i i8 = _mm_set1_epi32(8);
const __m128i i12 = _mm_set1_epi32(12);
const __m128i i13 = _mm_set1_epi32(13);
const __m128i i15 = _mm_set1_epi32(15);
const __m128i i1 = _mm_set1_epi32(1);
const __m128i i2 = _mm_set1_epi32(2);
const __m128i izero = _mm_setzero_si128();
const __m128 sgn = _mm_set1_ps(-0.0f);
auto Grad = [&](const __m128i hash, const __m128 gx, const __m128 gy, const __m128 gz) -> __m128
{
const __m128i h = _mm_and_si128(hash, i15);
// u = (h&8)==0 ? gx : gy
const __m128 mU = _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_and_si128(h, i8), izero));
const __m128 u = _mm_blendv_ps(gy, gx, mU);
// v = (h&12)==0 ? gy : ((h&13)==12 ? gx : gz)
const __m128 mLt4 = _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_and_si128(h, i12), izero));
const __m128 m1214 = _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_and_si128(h, i13), i12));
const __m128 vTmp = _mm_blendv_ps(gz, gx, m1214);
const __m128 v = _mm_blendv_ps(vTmp, gy, mLt4);
// signs: (h&1)? -u:u + (h&2)? -v:v
const __m128 mNegU = _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_and_si128(h, i1), i1));
const __m128 mNegV = _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_and_si128(h, i2), i2));
const __m128 ru = _mm_blendv_ps(u, _mm_xor_ps(u, sgn), mNegU);
const __m128 rv = _mm_blendv_ps(v, _mm_xor_ps(v, sgn), mNegV);
return _mm_add_ps(ru, rv);
};
const __m128 n000 = Grad(Hash(X, Y, Z ), fx, fy, fz );
const __m128 n100 = Grad(Hash(X1, Y, Z ), fx1, fy, fz );
const __m128 n010 = Grad(Hash(X, Y1, Z ), fx, fy1, fz );
const __m128 n110 = Grad(Hash(X1, Y1, Z ), fx1, fy1, fz );
const __m128 n001 = Grad(Hash(X, Y, Z1), fx, fy, fz1);
const __m128 n101 = Grad(Hash(X1, Y, Z1), fx1, fy, fz1);
const __m128 n011 = Grad(Hash(X, Y1, Z1), fx, fy1, fz1);
const __m128 n111 = Grad(Hash(X1, Y1, Z1), fx1, fy1, fz1);
auto Lerp = [&](const __m128 a, const __m128 b, const __m128 t) -> __m128
{
return _mm_add_ps(a, _mm_mul_ps(t, _mm_sub_ps(b, a)));
};
const __m128 x00 = Lerp(n000, n100, su);
const __m128 x10 = Lerp(n010, n110, su);
const __m128 x01 = Lerp(n001, n101, su);
const __m128 x11 = Lerp(n011, n111, su);
const __m128 y0 = Lerp(x00, x10, sv);
const __m128 y1 = Lerp(x01, x11, sv);
_mm_storeu_ps(Out, Lerp(y0, y1, sw));
}
#else
FORCEINLINE void Perlin3D_x4(const float* Xs, const float* Ys, const float* Zs, float* Out)
{
for (int32 i = 0; i < 4; ++i) Out[i] = Perlin3D(Xs[i], Ys[i], Zs[i]);
}
#endif
// Three independent channels are the hot cave-warp shape. On x86, evaluate them as three lanes
// of the existing four-wide implementation; the unused fourth lane is deliberate. The scalar
// fallback keeps the exact three-call behavior on platforms without the SIMD path. This helper is
// the owner of the cave-warp channel evaluation so generator, op-stack, and room-fit callers cannot
// drift into different noise formulas or channel offsets.
FORCEINLINE void Perlin3D_x3(
float X0, float Y0, float Z0,
float X1, float Y1, float Z1,
float X2, float Y2, float Z2,
float& Out0, float& Out1, float& Out2)
{
#if VF_NOISE_USE_SIMD
const float Xs[4] = { X0, X1, X2, X0 };
const float Ys[4] = { Y0, Y1, Y2, Y0 };
const float Zs[4] = { Z0, Z1, Z2, Z0 };
float Out[4];
Perlin3D_x4(Xs, Ys, Zs, Out);
Out0 = Out[0];
Out1 = Out[1];
Out2 = Out[2];
#else
Out0 = Perlin3D(X0, Y0, Z0);
Out1 = Perlin3D(X1, Y1, Z1);
Out2 = Perlin3D(X2, Y2, Z2);
#endif
}
//=============================================================================
// fBm / Ridged — octaves evaluated 4 at a time through Perlin3D_x4.
// Accumulation stays scalar in octave order, so the result is independent of
// whether the SIMD or scalar Perlin3D_x4 is used (bit-identical either way).
//=============================================================================
FORCEINLINE float FBM(float x, float y, float z,
int32 Octaves = 4, float Lacunarity = 2.0f, float Persistence = 0.5f)
{
float Total = 0.0f, MaxValue = 0.0f, Freq = 1.0f, Amp = 1.0f;
for (int32 o = 0; o < Octaves; )
{
const int32 N = FMath::Min(4, Octaves - o);
float Xs[4] = {}, Ys[4] = {}, Zs[4] = {}, Out[4];
float f = Freq;
for (int32 i = 0; i < N; ++i) { Xs[i] = x * f; Ys[i] = y * f; Zs[i] = z * f; f *= Lacunarity; }
Perlin3D_x4(Xs, Ys, Zs, Out);
for (int32 i = 0; i < N; ++i) { Total += Out[i] * Amp; MaxValue += Amp; Amp *= Persistence; }
Freq = f;
o += N;
}
return Total / MaxValue;
}
FORCEINLINE float Ridged(float x, float y, float z,
int32 Octaves = 4, float Lacunarity = 2.0f, float Persistence = 0.5f)
{
// Matches the original RidgedNoise3D fold exactly (NS scale, square, weight feedback).
static constexpr float NS = 1.25f;
float Total = 0.0f, MaxValue = 0.0f, Freq = 1.0f, Amp = 1.0f, Weight = 1.0f;
for (int32 o = 0; o < Octaves; )
{
const int32 N = FMath::Min(4, Octaves - o);
float Xs[4] = {}, Ys[4] = {}, Zs[4] = {}, Out[4];
float f = Freq;
for (int32 i = 0; i < N; ++i) { Xs[i] = x * f; Ys[i] = y * f; Zs[i] = z * f; f *= Lacunarity; }
Perlin3D_x4(Xs, Ys, Zs, Out);
for (int32 i = 0; i < N; ++i)
{
float Nn = Out[i] * NS;
Nn = 1.0f - FMath::Abs(Nn); // fold → ridge at zero-crossings
Nn = Nn * Nn; // sharpen
Nn *= Weight; // detail follows previous ridge
Weight = FMath::Clamp(Nn * 2.0f, 0.0f, 1.0f);
Total += Nn * Amp; MaxValue += Amp; Amp *= Persistence;
}
Freq = f;
o += N;
}
return (Total / MaxValue) * 2.0f - 1.0f;
}
} // namespace VoxelNoise