Resolution independent cubic bezier drawing on GPU (Blinn/Loop) - gpu

Based on the following resources, I have been trying to get resolution independent cubic bezier rendering on the GPU to work:
GPU Gems 3 Chapter 25
Curvy Blues
Resolution Independent Curve Rendering using Programmable Graphics Hardware
But as stated in the Curvy Blues website, there are errors in the documents on the other two websites. Curvy Blues tells me to look at the comments, but I don't seem to be able to find those comments. Another forum somewhere tells me the same, I don't remember what that forum was. But there is definitely something I am missing.
Anyway, I have tried to regenerate what is happening and I fail to understand the part where the discriminant is calculated from the determinants of a combination of transformed coordinates.
So I have the original coordinates, I stick them in a 4x4 matrix, transform this matrix with the M3-matrix and get the C-matrix.
Then I create 3x3 matrices from the coordinates in the C-matrix and calculate the determinants, which then can be combined to create the a, b and c of the quadratic equation that will help me find the roots.
Problem is, when I do it exactly like that: the discriminant is incorrect. I clearly put in coordinates for a serpentine (a symmetric one, but a correct serpentine), but it states it is a cusp.
When I calculate it myself using wxMaxima, deriving to 1st and 2nd order and then calculating the cross-product, simplifying to a quadratic equation, the discriminant of that equation seems to be correct when I put in the same coordinates.
When I force the code to use my own discriminant to determine if it's a serpentine or not, but I use the determinants to calculate the further k,l,m texture coordinates, the result is also incorrect.
So I presume there must be an error in the determinants.
Can anyone help me get this right?

I think I have managed to solve it. The results are near to perfect (sometimes inverted, but that's probably a different problem).
This is where I went wrong, and I hope I can help other people to not waste all the time I have wasted searching this.
I have based my code on the blinn-phong document.
I had coordinates b0, b1, b2, b3. I used to view them as 2D coordinates with a w, but I have changed this view, and this solved the problem. By viewing them as 3D coordinates with z = 0, and making them homogenous 4D coordinates for transformation (w = 1), the solution arrived.
By calculating the C matrix: C = M3 * B, I got these new coordinates.
When calculating the determinants d0, d1, d2, d3, I used to take the x, y coordinates from columns 0 and 1 in the C matrix, and the w factor from column 2. WRONG! When you think of it, the coordinates are actually 3D coordinates, so, for the w-factors, one should take column 3 and ignore column 2.
This gave me correct determinants, resulting in a discriminant that was able to sort out what type of curve I was handling.
But beware, what made my search even longer was the fact that I assumed that when it is visibly a serpentine, the result of the discriminant should always be > 0 (serpentine).
But this is not always the case, when you have a mathematically perfect sepentine (coordinates are so that the mean is exact middle), the determinant will say it's a cusp (determinant = 0). I used to think that this result was wrong, but it isn't. So don't be fooled by this.

The book GPU Gem 3 has a mistake here, and the page on nVidia's website has the mistake too:
a3 = b2 * (b1 x b1)
It's actually a3 = b2 * (b1 x b0).
There're other problems about this algorithm: the exp part of the floating point will overflow during the calculation, so you should be cautious and add normalize operations into your code.

Related

finding pivot point of two 3D transformations

I need to find out what the degrees of freedom are between two arbitrary geometries that may be linked to eachother. for instance a hinge consisting of two parts. I can simulate the motion of the two parts, and I figured that if I fix one of the parts in place, i can deduce what the axes and point of rotation is for the second moving part is from the transformation in each timestep.
I run into some difficulties calculating this (my vector algebra is ok, my (numpy) math skills less so)
How I see it is I have two 4x4 transformation matrices for each timestep, the previous position/orientation of the moving part (A) and the current position/orientation (A')
then the point of rotation can be found by by calculating the transformation matrix B that transforms A into A' which is I believe
B = inverse(A) * A'
and then find the point that does not change under transformation by B:
x = Bx
Is my thinking correct and if so, how do I solve this equation?

Not a knapsack or bin algorithm

I need to find a combination of rectangles that will maximize the use of the area of a circle. The difference between my situation and the classic problems is I have a set of rectangles I CAN use, and a subset of those rectangles I MUST use.
By way of an analogy: Think of an end of a log and list of board sizes. I can cut 2x4s, 2x6s and 2x8s and 2x10 from a log but I must cut at least two 2x4s and one 2x8.
As I understand it, my particular variation is mildly different than other packing optimizations. Thanks in advance for any insight on how I might adapt existing algorithms to solve this problem.
NCDiesel
This is actually a pretty hard problem, even with squares instead of rectangles.
Here's an idea. Approach it as an knapsack-Integer-Program, which can give you some insights into the solution. (By definition it won't give you the optimal solution.)
IP Formulation Heuristic
Say you have a total of n rectangles, r1, r2, r3, ..., rn
Let the area of each rectangle be a1, a2, a3, ..., an
Let the area of the large circle you are given be *A*
Decision Variable
Xi = 1 if rectangle i is selected. 0 otherwise.
Objective
Minimize [A - Sum_over_i (ai * Xi)]
Subject to:
Sum_over_i (ai x Xi) <= A # Area_limit constraint
Xk = 1 for each rectangle k that has to be selected
You can solve this using any solver.
Now, the reason this is a heuristic is that this solution totally ignores the arrangement of the rectangles inside the circle. It also ends up "cutting" rectangles into smaller pieces to fit inside the circle. (That is why the Area_limit constraint is a weak bound.)
Relevant Reference
This Math SE question addresses the "classic" version of it.
And you can look at the link provided as comments in there, for several clever solutions involving squares of the same size packed inside a circle.

Fitting curves to a set of points

Basically, I have a set of up to 100 co-ordinates, along with the desired tangents to the curve at the first and last point.
I have looked into various methods of curve-fitting, by which I mean an algorithm with takes the inputted data points and tangents, and outputs the equation of the cure, such as the gaussian method and interpolation, but I really struggled understanding them.
I am not asking for code (If you choose to give it, thats acceptable though :) ), I am simply looking for help into this algorithm. It will eventually be converted to Objective-C for an iPhone app, if that changes anything..
EDIT:
I know the order of all of the points. They are not too close together, so passing through all points is necessary - aka interpolation (unless anyone can suggest something else). And as far as I know, an algebraic curve is what I'm looking for. This is all being done on a 2D plane by the way
I'd recommend to consider cubic splines. There is some explanation and code to calculate them in plain C in Numerical Recipes book (chapter 3.3)
Most interpolation methods originally work with functions: given a set of x and y values, they compute a function which computes a y value for every x value, meeting the specified constraints. As a function can only ever compute a single y value for every x value, such an curve cannot loop back on itself.
To turn this into a real 2D setup, you want two functions which compute x resp. y values based on some parameter that is conventionally called t. So the first step is computing t values for your input data. You can usually get a good approximation by summing over euclidean distances: think about a polyline connecting all your points with straight segments. Then the parameter would be the distance along this line for every input pair.
So now you have two interpolation problem: one to compute x from t and the other y from t. You can formulate this as a spline interpolation, e.g. using cubic splines. That gives you a large system of linear equations which you can solve iteratively up to the desired precision.
The result of a spline interpolation will be a piecewise description of a suitable curve. If you wanted a single equation, then a lagrange interpolation would fit that bill, but the result might have odd twists and turns for many sets of input data.

Most efficient way to check if a point is in or on a convex quad polygon

I'm trying to figure out the most efficient/fast way to add a large number of convex quads (four given x,y points) into an array/list and then to check against those quads if a point is within or on the border of those quads.
I originally tried using ray casting but thought that it was a little overkill since I know that all my polygons will be quads and that they are also all convex.
currently, I am splitting each quad into two triangles that share an edge and then checking if the point is on or in each of those two triangles using their areas.
for example
Triangle ABC and test point P.
if (areaPAB + areaPAC + areaPBC == areaABC) { return true; }
This seems like it may run a little slow since I need to calculate the area of 4 different triangles to run the check and if the first triangle of the quad returns false, I have to get 4 more areas. (I include a bit of an epsilon in the check to make up for floating point errors)
I'm hoping that there is an even faster way that might involve a single check of a point against a quad rather than splitting it into two triangles.
I've attempted to reduce the number of checks by putting the polygon's into an array[,]. When adding a polygon, it checks the minimum and maximum x and y values and then using those, places the same poly into the proper array positions. When checking a point against the available polygons, it retrieves the proper list from the array of lists.
I've been searching through similar questions and I think what I'm using now may be the fastest way to figure out if a point is in a triangle, but I'm hoping that there's a better method to test against a quad that is always convex. Every polygon test I've looked up seems to be testing against a polygon that has many sides or is an irregular shape.
Thanks for taking the time to read my long winded question to what's prolly a simple problem.
I believe that fastest methods are:
1: Find mutual orientation of all vector pairs (DirectedEdge-CheckedPoint) through cross product signs. If all four signs are the same, then point is inside
Addition: for every edge
EV[i] = V[i+1] - V[i], where V[] - vertices in order
PV[i] = P - V[i]
Cross[i] = CrossProduct(EV[i], PV[i]) = EV[i].X * PV[i].Y - EV[i].Y * PV[i].X
Cross[i] value is positive, if point P lies in left semi-plane relatively to i-th edge (V[i] - V[i+1]), and negative otherwise. If all the Cross[] values are positive, then point p is inside the quad, vertices are in counter-clockwise order. f all the Cross[] values are negative, then point p is inside the quad, vertices are in clockwise order. If values have different signs, then point is outside the quad.
If quad set is the same for many point queries, then dmuir suggests to precalculate uniform line equation for every edge. Uniform line equation is a * x + b * y + c = 0. (a, b) is normal vector to edge. This equation has important property: sign of expression
(a * P.x + b * Y + c) determines semi-plane, where point P lies (as for crossproducts)
2: Split quad to 2 triangles and use vector method for each: express CheckedPoint vector in terms of basis vectors.
P = a*V1+b*V2
point is inside when a,b>=0 and their sum <=1
Both methods require about 10-15 additions, 6-10 multiplications and 2-7 comparisons (I don't consider floating point error compensation)
If you could afford to store, with each quad, the equation of each of its edges then you could save a little time over MBo's answer.
For example if you have an inward pointing normal vector N for each edge of the quad, and a constant d (which is N.p for one of the vertcies p on the edge) then a point x is in the quad if and only if N.x >= d for each edge. So thats 2 multiplications, one addition and one comparison per edge, and you'll need to perform up to 4 tests per point.This technique works for any convex polygon.

Continuous collision detection between two moving tetrahedra

My question is fairly simple. I have two tetrahedra, each with a current position, a linear speed in space, an angular velocity and a center of mass (center of rotation, actually).
Having this data, I am trying to find a (fast) algorithm which would precisely determine (1) whether they would collide at some point in time, and if it is the case, (2) after how much time they collided and (3) the point of collision.
Most people would solve this by doing triangle-triangle collision detection, but this would waste a few CPU cycles on redundant operations such as checking the same edge of one tetrahedron against the same edge of the other tetrahedron upon checking up different triangles. This only means I'll optimize things a bit. Nothing to worry about.
The problem is that I am not aware of any public CCD (continuous collision detection) triangle-triangle algorithm which takes self-rotation in account.
Therefore, I need an algorithm which would be inputted the following data:
vertex data for three triangles
position and center of rotation/mass
linear velocity and angular velocity
And would output the following:
Whether there is a collision
After how much time the collision occurred
In which point in space the collision occurred
Thanks in advance for your help.
The commonly used discrete collision detection would check the triangles of each shape for collision, over successive discrete points in time. While straightforward to compute, it could miss a fast moving object hitting another one, due to the collision happening between discrete points in time tested.
Continuous collision detection would first compute the volumes traced by each triangle over an infinity of time. For a triangle moving at constant speed and without rotation, this volume could look like a triangular prism. CCD would then check for collision between the volumes, and finally trace back if and at what time the triangles actually shared the same space.
When angular velocity is introduced, the volume traced by each triangle no longer looks like a prism. It might look more like the shape of a screw, like a strand of DNA, or some other non-trivial shapes you might get by rotating a triangle around some arbitrary axis while dragging it linearly. Computing the shape of such volume is no easy feat.
One approach might first compute the sphere that contains an entire tetrahedron when it is rotating at the given angular velocity vector, if it was not moving linearly. You can compute a rotation circle for each vertex, and derive the sphere from that. Given a sphere, we can now approximate the extruded CCD volume as a cylinder with the radius of the sphere and progressing along the linear velocity vector. Finding collisions of such cylinders gets us a first approximation for an area to search for collisions in.
A second, complementary approach might attempt to approximate the actual volume traced by each triangle by breaking it down into small, almost-prismatic sub-volumes. It would take the triangle positions at two increments of time, and add surfaces generated by tracing the triangle vertices at those moments. It's an approximation because it connects a straight line rather than an actual curve. For the approximation to avoid gross errors, the duration between each successive moments needs to be short enough such that the triangle only completes a small fraction of a rotation. The duration can be derived from the angular velocity.
The second approach creates many more polygons! You can use the first approach to limit the search volume, and then use the second to get higher precision.
If you're solving this for a game engine, you might find the precision of above sufficient (I would still shudder at the computational cost). If, rather, you're writing a CAD program or working on your thesis, you might find it less than satisfying. In the latter case, you might want to refine the second approach, perhaps by a better geometric description of the volume occupied by a turning, moving triangle -- when limited to a small turn angle.
I have spent quite a lot of time wondering about geometry problems like this one, and it seems like accurate solutions, despite their simple statements, are way too complicated to be practical, even for analogous 2D cases.
But intuitively I see that such solutions do exist when you consider linear translation velocities and linear angular velocities. Don't think you'll find the answer on the web or in any book because what we're talking about here are special, yet complex, cases. An iterative solution is probably what you want anyway -- the rest of the world is satisfied with those, so why shouldn't you be?
If you were trying to collide non-rotating tetrahedra, I'd suggest a taking the Minkowski sum and performing a ray check, but that won't work with rotation.
The best I can come up with is to perform swept-sphere collision using their bounding spheres to give you a range of times to check using bisection or what-have-you.
Here's an outline of a closed-form mathematical approach. Each element of this will be easy to express individually, and the final combination of these would be a closed form expression if one could ever write it out:
1) The equation of motion for each point of the tetrahedra is fairly simple in it's own coordinate system. The motion of the center of mass (CM) will just move smoothly along a straight line and the corner points will rotate around an axis through the CM, assumed to be the z-axis here, so the equation for each corner point (parameterized by time, t) is p = vt + x + r(sin(wt+s)i + cos(wt + s)j ), where v is the vector velocity of the center of mass; r is the radius of the projection onto the x-y plane; i, j, and k are the x, y and z unit vectors; and x and s account for the starting position and phase of rotation at t=0.
2) Note that each object has it's own coordinate system to easily represent the motion, but to compare them you'll need to rotate each into a common coordinate system, which may as well be the coordinate system of the screen. (Note though that the different coordinate systems are fixed in space and not traveling with the tetrahedra.) So determine the rotation matrices and apply them to each trajectory (i.e. the points and CM of each of the tetrahedra).
3) Now you have an equation for each trajectory all within the same coordinate system and you need to find the times of the intersections. This can be found by testing whether any of the line segments from the points to the CM of a tetrahedron intersects the any of the triangles of another. This also has a closed-form expression, as can be found here.
Layering these steps will make for terribly ugly equations, but it wouldn't be hard to solve them computationally (although with the rotation of the tetrahedra you need to be sure not to get stuck in a local minimum). Another option might be to plug it into something like Mathematica to do the cranking for you. (Not all problems have easy answers.)
Sorry I'm not a math boff and have no idea what the correct terminology is. Hope my poor terms don't hide my meaning too much.
Pick some arbitrary timestep.
Compute the bounds of each shape in two dimensions perpendicular to the axis it is moving on for the timestep.
For a timestep:
If the shaft of those bounds for any two objects intersect, half timestep and start recurse in.
A kind of binary search of increasingly fine precision to discover the point at which a finite intersection occurs.
Your problem can be cast into a linear programming problem and solved exactly.
First, suppose (p0,p1,p2,p3) are the vertexes at time t0, and (q0,q1,q2,q3) are the vertexes at time t1 for the first tetrahedron, then in 4d space-time, they fill the following 4d closed volume
V = { (r,t) | (r,t) = a0 (p0,t0) + … + a3 (p3,t0) + b0 (q0,t1) + … + b3 (q3,t1) }
Here the a0...a3 and b0…b3 parameters are in the interval [0,1] and sum to 1:
a0+a1+a2+a3+b0+b1+b2+b3=1
The second tetrahedron is similarly a convex polygon (add a ‘ to everything above to define V’ the 4d volume for that moving tetrahedron.
Now the intersection of two convex polygon is a convex polygon. The first time this happens would satisfy the following linear programming problem:
If (p0,p1,p2,p3) moves to (q0,q1,q2,q3)
and (p0’,p1’,p2’,p3’) moves to (q0’,q1’,q2’,q3’)
then the first time of intersection happens at points/times (r,t):
Minimize t0*(a0+a1+a2+a3)+t1*(b0+b1+b2+b3) subject to
0 <= ak <=1, 0<=bk <=1, 0 <= ak’ <=1, 0<=bk’ <=1, k=0..4
a0*(p0,t0) + … + a3*(p3,t0) + b0*(q0,t1) + … + b3*(q3,t1)
= a0’*(p0’,t0) + … + a3’*(p3’,t0) + b0’*(q0’,t1) + … + b3’*(q3’,t1)
The last is actually 4 equations, one for each dimension of (r,t).
This is a total of 20 linear constraints of the 16 values ak,bk,ak', and bk'.
If there is a solution, then
(r,t)= a0*(p0,t0) + … + a3*(p3,t0) + b0*(q0,t1) + … + b3*(q3,t1)
Is a point of first intersection. Otherwise they do not intersect.
Thought about this in the past but lost interest... The best way to go about solving it would be to abstract out one object.
Make a coordinate system where the first tetrahedron is the center (barycentric coords or a skewed system with one point as the origin) and abstract out the rotation by making the other tetrahedron rotate around the center. This should give you parametric equations if you make the rotation times time.
Add the movement of the center of mass towards the first and its spin and you have a set of equations for movement relative to the first (distance).
Solve for t where the distance equals zero.
Obviously with this method the more effects you add (like wind resistance) the messier the equations get buts its still probably the simplest (almost every other collision technique uses this method of abstraction). The biggest problem is if you add any effects that have feedback with no analytical solution the whole equation becomes unsolvable.
Note: If you go the route of of a skewed system watch out for pitfalls with distance. You must be in the right octant! This method favors vectors and quaternions though, while the barycentric coords favors matrices. So pick whichever your system uses most effectively.