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Game Engine
Gems 2
Game Engine
Gems 2
Edited by Eric Lengyel
A K Peters, Ltd.
Natick, Massachusetts
Editorial, Sales, and Customer Service Office
A K Peters, Ltd.
5 Commonwealth Rd, Suite 2C
Natick, MA 01760
www.akpeters.com
All rights reserved. No part of the material protected by this copyright notice may be reproduced
or utilized in any form, electronic or mechnical, including photocopying, recording, or by any
information storage and retrieval system, without written permission from the copyright owner.
Printed in India
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Contents
Preface xv
v
vi Contents
Chapter 22 GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA 365
Marco Fratarcangeli
22.1 Introduction 365
22.2 Numerical Algorithm 366
22.3 Collision Handling 368
22.4 CPU Implementation 369
22.5 GPU Implementations 371
Contents xi
31.3 A First Approach: Using Win32 Semaphores and Critical Sections 477
31.4 A Second Approach: Lock-Free Algorithms 482
31.5 Processor Architecture Overview and Memory Models 483
31.6 Lock-Free Algorithm Design 486
31.7 Lock-Free Implementation of a Free List 487
31.8 Lock-Free Implementation of a Queue 491
31.9 Interprocess Communication 496
Index 509
Preface
The word gem has been coined in the fields of computer graphics and game
development as a term for describing a short article that focuses on a particular
technique, a clever trick, or practical advice that a person working in these fields
would find interesting and useful. Several book series containing the word
“Gems” in their titles have appeared since the early 1990s, and we continued the
tradition by establishing the Game Engine Gems series in 2010.
This book is the second volume of the Game Engine Gems series, and it
comprises a collection of new game engine development techniques. A group of
29 experienced professionals, several of whom also contributed to the first
volume, have written down portions of their knowledge and wisdom in the form
of the 31 chapters that follow.
The topics covered in these pages vary widely within the subject of game
engine development and have been divided into the three broad categories of
graphics and rendering, game engine design, and systems programming. The first
part of the book presents a variety of rendering techniques and dedicates four
entire chapters to the increasingly popular topic of stereoscopic rendering. The
second part contains several chapters that discuss topics relating to the design of
large components of a game engine. The final part of the book presents several
gems concerning topics of a “low-level” nature for those who like to work with
the nitty-gritty of engine internals.
Audience
The intended audience for this book includes professional game developers,
students of computer science programs, and practically anyone possessing an
interest in how the pros tackle specific problems that arise during game engine
xv
xvi Preface
The Website
The official website for the Game Engine Gems series can be found at the
following address:
http://www.gameenginegems.net/
Supplementary materials for many of the gems in this book are posted on this
website, and they include demos, source code, examples, specifications, and
larger versions of some figures. For chapters that include project files, the source
code can be compiled using Microsoft Visual Studio.
Any corrections to the text that may arise will be posted on the website. This
is also the location at which proposals will be accepted for the next volume in the
Game Engine Gems series.
Acknowledgements
Many thanks are due to A K Peters for quickly assuming ownership of the Game
Engine Gems series after it had lost its home well into the period during which
contributing authors had been writing their chapters. Of course, thanks also go to
these contributors, who took the transition in stride and produced a great set of
gems for this volume. They all worked hard during the editing process so that we
would be able to stay on the original schedule.
Part I
1
1
Fast Computation of Tight‐Fitting
Oriented Bounding Boxes
Thomas Larsson
Linus Källberg
Mälardalen University, Sweden
1.1 Introduction
Bounding shapes, or containers, are frequently used to speed up algorithms in
games, computer graphics, and visualization [Ericson 2005]. In particular, the
oriented bounding box (OBB) is an excellent convex enclosing shape since it
provides good approximations of a wide range of geometric objects [Gottschalk
2000]. Furthermore, the OBB has reasonable transformation and storage costs,
and several efficient operations have been presented such as OBB-OBB
[Gottschalk et al. 1996], sphere-OBB [Larsson et al. 2007], ellipsoid-OBB [Lars-
son 2008], and ray-OBB [Ericson 2005] intersection tests. Therefore, OBBs can
potentially speed up operations such as collision detection, path planning, frus-
tum culling, occlusion culling, ray tracing, radiosity, photon mapping, and other
spatial queries.
To leverage the full power of OBBs, however, fast construction methods are
needed. Unfortunately, the exact minimum volume OBB computation algorithm
given by O’Rourke [1985] has O n 3 running time. Therefore, more practical
methods have been presented, for example techniques for computing a 1 ε -
approximation of the minimum volume box [Barequet and Har-Peled 1999]. An-
other widely adopted technique is to compute OBBs by using principal compo-
nent analysis (PCA) [Gottschalk 2000]. The PCA algorithm runs in linear time,
but unfortunately may produce quite loose-fitting boxes [Dimitrov et al. 2009].
By initially computing the convex hull, better results are expected since this
3
4 1. Fast Computation of Tight‐Fitting Oriented Bounding Boxes
keeps internal features of the model from affecting the resulting OBB orientation.
However, this makes the method superlinear.
The goal of this chapter is to present an alternative algorithm with a simple
implementation that runs in linear time and produces OBBs of high quality. It is
immediately applicable to point clouds, polygon meshes, or polygon soups, with-
out any need for an initial convex hull generation. This makes the algorithm fast
and generally applicable for many types of models used in computer graphics
applications.
1.2 Algorithm
The algorithm is based on processing a small constant number of extremal verti-
ces selected from the input models. The selected points are then used to construct
a representative simple shape, which we refer to as the ditetrahedron, from which
a suitable orientation of the box can be derived efficiently. Hence, our heuristic is
called the ditetrahedron OBB algorithm, or DiTO for short. Since the chosen
number of selected extremal vertices affects the running time of the algorithm as
well as the resulting OBB quality, different instances of the algorithm are called
DiTO-k, where k is the number of selected vertices.
The ditetrahedron consists of two irregular tetrahedra connected along a
shared interior side called the base triangle. Thus, it is a polyhedron having six
faces, five vertices, and nine edges. In total, counting also the interior base trian-
gle, there are seven triangles. Note that this shape is not to be confused with the
triangular dipyramid (or bipyramid), which can be regarded as two pyramids with
equal heights and a shared base.
For most input meshes, it is expected that at least one of the seven triangles
of the ditetrahedron will be characteristic of the orientation of a tight-fitting
OBB. Let us consider two simple example meshes—a randomly rotated cube
with 8 vertices and 12 triangles and a randomly rotated star shape with 10 verti-
ces and 16 triangles. For these two shapes, the DiTO algorithm finds the mini-
mum volume OBBs. Ironically, the PCA algorithm computes an excessively
large OBB for the canonical cube example, with a volume approximately two to
four times larger than the minimum volume, depending on the orientation of the
cube mesh. Similarly, it also computes a loose-fitting OBB for the star shape,
with a volume approximately 1.1 to 2.2 times larger than the optimum, depend-
ing on the given orientation of the mesh. In Figure 1.1, these two models are
shown together with their axis-aligned bounding box (AABB), OBB computed
using PCA, and OBB computed using DiTO for a random orientation of the
models.
1.2 Algorithm 5
Figure 1.1. Computed boxes for a simple cube mesh (12 triangles) and star mesh (16
triangles). The first column shows the AABB, the second column shows the OBB com-
puted by PCA, and the last column shows the OBB computed by DiTO. The meshes were
randomly rotated before the computation.
ple dot products, normals with many 0s and 1s may be preferable, given that they
sample the direction space in a reasonable manner.
Clearly, the DiTO-k algorithm relies on the choice of an appropriate normal
set N s, and simply by choosing a different normal set a new instance of DiTO-k
is created. In the experiments described later, five normal sets are used, yielding
five algorithm instances. The normal sets are listed in Table 1.1. The normals in
N 6, used in DiTO-12, are obtained from the vertices of a regular icosahedron
with the mirror vertices removed. Similarly, the normals in N10, used in DiTO-20,
are taken from the vertices of a regular dodecahedron. The normal set
N16 N 6 N10 is used in DiTO-32. The normals in N 7 and N13, used in DiTO-14
and DiTO-26, are not uniformly distributed, but they are still usually regarded as
good choices for computing k-DOPs [Ericson 2005]. Therefore, they are also ex-
pected to work well in this case.
N6 N 10 N7 N 13
0,1, a 0, a,1 a 1, 0, 0 1, 0, 0
0,1, a 0, a, 1 a 0,1, 0 0,1, 0
1, a, 0 a,1 a, 0 0, 0,1 0, 0,1
1, a,0 a, 1 a, 0 1,1,1 1,1,1
a, 0,1 1 a, 0, a 1,1, 1 1,1, 1
a, 0, 1 1 a, 0, a 1, 1,1 1, 1,1
1,1,1 1, 1, 1 1, 1, 1
1,1, 1 1,1, 0
1, 1,1 1, 1, 0
1, 1, 1 1, 0,1
1, 0, 1
0,1,1
0,1, 1
Table 1.1. Efficient normal sets N 6 , N10, N 7 , and N13 used for DiTO-12, DiTO-20, Di-
TO-14, and DiTO-26, respectively, with the value a 5 1 2 0.61803399. The
normals in N 6 and N10 are uniformly distributed.
1.2 Algorithm 7
max a j b j .
Call these points p 0 and p 1 . Then a third point p 2 is selected from S that lies fur-
thest away from the infinite line through p 0 and p 1 . An example of a constructed
large base triangle is shown on the left in Figure 1.2.
The base triangle is then used to generate three different candidate orienta-
tions, one for each edge of the triangle. Let n be the normal of the triangle, and
e 0 p1 p 0 be the first edge. The axes are then chosen as
u0 e0 e0 ,
u1 n n,
u2 u 0 u1.
The axes are chosen similarly for the other two edges of the triangle. For each
computed set of axes, an approximation of the size of the resulting OBB is com-
puted by projecting the points in S on the axes, and the best axes found are kept.
In Figure 1.3, an example of the three considered OBBs for the base triangle is
shown.
Next, the algorithm proceeds by constructing the ditetrahedron, which con-
sists of two connected tetrahedra sharing the large base triangle. For this, two
additional points q 0 and q 1 are computed by searching S for the points furthest
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