Der Schmale – David Lenaerts’s blog

Flash Platform Experiments

Marching Cubes using Pixel Bender: Metaballs / LoFi 4D Julia Set

Tags: , , , , , , , , , ,

juliasetAs promised in my previous post, I would elaborate on some of the things done for the demo. So I’m taking a quick break from work to get this post done :)

Marching Cubes

One thing I did was implement a marching cubes algorithm using Pixel Bender, which is a way to triangulate an isosurface in a scalar field. I had started to write up a whole explanation, but realized it was kinda pointless, as it has been covered plenty of times :) If you’re interested, you’re better off reading up about the subject starting here and here.

Pixel Bender

I know there’s plenty of marching cube implementations in ActionScript out there, but I haven’t seen one using Pixel Bender, so I thought I’d give it a try. I’m using it to calculate the values in the scalar field (at least on the marching cube’s grid corners), and to build the pattern ids needed for triangulation. The benefit of using Pixel Bender is that you can put in any kind of calculation that outputs scalar values, some of which you wouldn’t dare to put ActionScript through. The drawback is that it seems to have some precision problems while doing comparisons (or so it seems), so there’s some missing triangles on occasion.

No transforms, no sorting

Something I’ve realized that’s pretty neat about this algorithm is that you don’t actually need sorting. As long as you make sure the grid is aligned to the “camera” at all times, the triangulation occurs back to front and will already be correctly sorted. This of course means you can’t do any rotations on the triangles, but that’s no big deal. You can simply perform the transformation on the grid coordinates, and let the correct values be calculated for those points. Added bonus, you can do any scaling and translations together with the projection matrix in one call to Utils3D.projectVectors, annihilating the need for any calls to Matrix3D.transformVectors. Result: some extra fps.

Metaballsmetaballs

Metaballs are probably the most iconic example of isosurfaces out there (bar MRI and CT imagery). It was actually my test data for the MC system, but it ended up making a sneaky appearance in the demo (which I still consider a tribute to the undisputed king of ActionScript sticky substances ).

> Metaball demo (click to change textures)

Quaternion Julia Set

Another example I did was to triangulate a quaternion Julia set, which seems pretty popular lately ;) It definitely looks better raytraced, but I couldn’t resist! I’m using the distance estimator function to produce the grid values (see here), and an epsilon distance as the surface’s isovalue. Since things always look less crap with music, I added some for a change.

> Quaternion Julia Set Demo (might take a while to load the mp3)

Source

The marching cubes thingy, as well as the metaballs example source is up for grabs at Google Code . Enjoy! If you make any surfaces with it, I’d love to see them :)

Leave a comment (6 comments)

More Fresnel fun in Away3D: through the looking glass

Tags: , , , , , , , , , ,

glassBallAs a continuation of an earlier post, here’s a variation of the Fresnel Pixel Bender material. Still obviously inspired by Bartek’s Unity3D shader, it became a glass material with support for chromatic aberration (what causes the rainbow effect in refracted light). The result could come in handy in some situations, so I thought I’d share and commit it to the Away3D trunk as the GlassMaterial.

The material uses the same environment map to do (fake) refractions and reflections, so it’s not actually refracting the real scene around it. However, if you make a sphere map rendering of your scene, the effect can be convincing enough.

The demo shows a couple of default primitives and several settings of the material (such as glass colour and reflection strength), and also uses a new primitive called TorusKnot (which is a (p,q) torus knot). Consider that a tribute to a demo shown by Ralph during his presentation at FITC Amsterdam ;) . Click to cycle through the different settings, and check the source to see how it all works.

Update: As Makc pointed out in the comments (and rightly so), the refraction looked rather icky, so I updated it that it uses linear sampling. It’s a bit slower but looks much better.

Leave a comment (3 comments)

BSP/PVS released in Away 3.5.0!

Tags: , , , , , , ,

bsppvsToday, we’re happy to announce the release of Away3D 2.5.0 and 3.5.0. Along with other features and changes, of which you can read more in the official announcement, it contains the new BSP/PVS support! I’ve slaved months on this, so I’m glad it’s finally made public! Keep in mind that we’re always improving it, so it’ll only get better from here :-) So what’re all these abbreviations about?

(Warning: a long-winded post ahead. If you’re not interested in the details, stick to the official announcement!)

Binary Space Partitioning

BSP is a scene graph that divides a static scene up by splitting it recursively along planes into two half-spaces. If after splitting, the geometry in that subspace is convex, no further subdivisions are needed. In the end, we have a binary tree containing convex meshes at the leaves. What’s the use, you may ask? Well, since all the parts are convex, we don’t need to do any per-triangle sorting. By correctly traversing the tree and rendering the parts in the right order, the sorting is faster AND 100% correct. Specifically for Flash 3D, that means we don’t need to subdivide triangles to try and resolve z-fighting. Furthermore, it also greatly speeds up frustum culling and collision detection. This only works for static scenes however. There are dynamic bsp trees, but they don’t support the biggest speed-up, being the PVS.

Binary Space Partitioning on Wikipedia

The Potentially Visible Set

bsppvs2When we have a static BSP, we can use this data to determine which leaf nodes are visible from any given leaf node. This dataset is called the PVS (Potentially Visible Set). It allows us to prevent most of the occluded geometry from being rendered (which, usually, is most of the total geometry). Needless to say, this can lead to huge speed improvements. It’s the same technique games such as Quake, Half-Life, Unreal, … used. However, this speed improvement comes at a price (or what did you think? :) ), which is explained in the “Building” section of this post.

This little bastard was a pain to do. It’s the reason days turned to months of my evenings to get right, and I definitely couldn’t have done it without the help from this thesis: View Space Linking, Solid Node Compression and Binary Space Partitioning for Visibility Determination in 3D Walk-Throughs by Joel Anderson. Also, props to Joa for giving me some optimization tricks and food for thought!

Potentially Visible Set on Wikipedia

Building

Fabrice did a great job implementing the BSP/PVS builder into Prefab3D, so you can bake your lighting and generate the BSP/PVS as AWData in one programme. When compiling a model with PVS, there’s some guidelines you should keep in mind. No, let’s call them rules instead. Not obeying these could result in the build getting stuck, poor collision detection, or some random unpredictable results.

  • bsppvs3Your model must be completely “sealed”. No leaks into “nothingness”! This is important because the PVS would try to find visible data from that leak and get stuck.
  • Work on a grid. Make sure your vertices are snapped to a grid which is not too coarse. If not, the BSP splitting could create triangles that are too small, causing havoc in the form of floating point errors, too small triangles, inefficient splits, etc…
  • Try to occlude a lot. Don’t make too much geometry visible from any part of the model. This speeds up the model during rendering as well as the PVS build.
  • Axis-aligned walls/ceilings/floors work best. They’re fast to do calculations on and if you model somewhat smartly, they form a better “space splitter”.
  • Sometimes it’s good to keep small details out of the BSP geometry, and add them using the regular addChild method as this keeps the trees cleaner and more efficient.

Finally, there’s a LOT of settings, but you should probably not have to mess too much with them unless you really know what you’re doing. Soon, we’ll have some proper tutorials explaining the nitty-gritty of building (and we might have some other tools to make things easier on you).

Check the video showing a build in action!

Demos

  • The Hacienda Experiment (Beta): Fabrice and I created this for Adobe’s keynote at FITC Amsterdam in a very limited amount of time, before the BSP functionality was even finished. Lots of stress and insecurities, building the AWData exporter, etc. So, forgive us if there’s still some bugs in this version ;-) (If you get stuck, jumping out using the space bar usually does the trick ;-) )
  • Bunker Demo: Made by Fabrice to illustrate how easy it is to export BSP/PVS data from Prefab3D (see video mentioned before). It also shows how fast it can run with good occlusion. (Check the source)

Thanks for sticking around for such a long post, but hey, with the amount of work gone into this, I reserve the right to bore you to death with it! ;-)

Leave a comment (12 comments)

Fresnel reflective shading with Away3D

Tags: , , , , , , , , ,

fresnel-awayFinally, something new! But no, it’s not any of the bigger things I’ve been hinting at before. However, I’ve been hard at work at those (and other) projects for months, and ended up with tunnel vision and an annoying rut. I really needed to do something smaller again for some immediate visual fun. When Bartek showed me something on Twitter, I decided to take a step back from all the work, dig up some half-year old code and finish it asap. And so I did: that is a Fresnel Pixel Bender shader for Away3D, presented in the FresnelPBMaterial!

I’ve explained it before, but I’ll give a more general explanation this time around. Fresnel shading mimics the way light reflects off of (often translucent) surfaces such as water or glass. Looking head-on, you can see its proper surface (or see through it with refraction). However, if seen from a shallow angle, it reflects light (just imagine looking over a large body of water, or the mirage effect on the road on hot summer days).

Demos

I’ve thrown together some rather random demos to illustrate the point. There’s source for both. (A word of warning: apparently, on some FP10.1 betas, Pixel Bender causes it to throw an invalid input exception, which seems to be bogus.)

  • Glass and marble head: Yes, the head appears to be floating in the middle of a cathedral of some blurry sort. Click to cycle through different property settings: glass, alien marble (I’m sure that’s a thing), and plain marble.
  • Water surface: Using an animated normal map to illustrate how water could be rendered while using the fake refraction. It also shows the WaterMap util.

Another word of warning: slight implementation details might change in the next few days/weeks, but it should be nothing too dramatic!

I’ll probably be doing something more with this when I have the time, but nothing that would likely make it to the repository :-)

Leave a comment (8 comments)

A heartbeat, some books, and an IDE

Tags: , , , , , , , ,

Ouch! My last post has almost been 5 months ago! Realizing this, I had two options: to feign my own death until the next update, or to give some sign of (what for me passes as) life. Let’s go with the second option and see if there’s anything useful I can pass on anyway.

Not having posted in such a long time doesn’t mean I’ve been slacking off, though. Quite the contrary; the past months have seen some of the most intense coding sessions I’ve went through in a long time. First a 3-month non-stop coding spree for Away3D, followed by continued development on Farbe. Hopefully, the result of both will be available in the (very?) near future, along with some other updates!

Now, instead of giving you demos or code, here’s some other things to help you develop.

(and no, I won’t be sharing any thoughts on the future of Flash)

Books!

Books form such an important part of my development process and knowledge, I’m a bit surprised myself that I haven’t really shared any titles here. Trying to ammend the situation, here’s some of the more influential ones I’ve read since I’ve started this blog (leaving out more general ones concerning design patterns etc):

  • The Pragmatic Programmer, by Andrew Hunt and David Thomas: it’s a classic, and you should already have read it. So why am I still listing it? Because it often seems many Flash platform programmers stick to ActionScript/Flex-related books. Here’s a book that changes the way you think about your code, be it in form of design principles, tools or workflow. It’s a rather short read, so no excuses!
  • Elements of Programming,  by Alexander Stepanov and Paul McJones: I found this one on a random trip to the bookstore. Approaching algorithms and data structures in a very formal and mathematical way, it forces you to – again - think differently about your code, but on a lower level (mainly concerning algorithms using data structures). What I love about this type of books is that you suddenly realize how differently you start tackling certain algorithmic problems. Perhaps not a book for everyone, but an interesting read nonetheless.
  • 3D Game Engine Design, by David H. Eberly: (Thanks to Ralph for suggesting it way back :) ). “The Morgan Kaufmann Series in Interactive 3D Technology” has quite a few good books, but to me, this is the most valuable. Of all books I had at the time, this one taught me most about many 3D engine concepts. During the development of Wick3d, I couldn’t do without it.

IDE – IntelliJ

I’ve recently started using IntelliJ IDEA 9 for ActionScript and Flex development, after hearing Joa and the Flash Bum raving about it. Coming from Eclipse (Flex Builder and FDT), it took a while to get used to, but now I have I can’t imagine returning to Eclipse at all. I have been raving about it in real life, much to the annoyance of my co-workers, so it would be wrong of me not to mention it here.  The refactoring, template and code generation support is simply unmatched, there’s a very useful and clean UML diagram view, properly integrated Maven support, … AND I get to annoy the Java/back-end team directly inside the IDE ;-)

To think I was once had to code C in MS-Dos Edit, how times have changed… :)

Edit: The Flashbum just wrote an article on InsideRIA about how to get started. Read all about it!

That’s about it. I hope this sign of life is useful to anyone after all! If not, I promise there will be more real updates soon!

Leave a comment (5 comments)

All new normal map shaders in Away3D with Pixel Bender!

Tags: , , , , , , , , , , , , , ,

pixelshadingIt’s no secret that I like graphics. It’s the main reason why I play video games and it’s the main reason I got into programming. So obviously I was delighted to be invited and to join to the Away3D team last month. Inspired by my earlier Stok3d project (now on the backburner for a bit), I set off to create similar normal mapped pixel shaders, this time in full 3D. After some rough first patches (Stok3d was pretty simple since it only used DisplayObjects, flat planes), things have luckily shaped up, leading up to the first release!

The current state is a dot-release (3.4.2), so the exact implementation might still change while we’re working towards a shiny new 3.5.

The new shaders

So what is the difference with the previous shaders? Using Pixel Bender, the shading is calculated for every pixel in the texture, resulting in much more detailed and realistic lighting or reflections. Each shader requires an object-space normal map, which you can use to add detailed shading information without increasing the polycount of the mesh.

headshader

The shaders come in three flavors: environment map shaders, and single- and multi-pass shaders. Single-pass shaders take one PointLight3D and any AmbientLight3D on the scene to calculate the lighting, whereas multi-pass takes any number of lights of any type (AmbientLight3D, DirectionalLight3D, and AmbientLight3D). Important to note, tho, is that every light adds another pass and will be slower. Of course, if you’re only using 1 light, always use single pass.

Check out the following classes in Google Code:

  • DiffusePBMaterial: Single-pass, adds diffuse lighting to the texture
  • PhongPBMaterial: Single-pass, adds diffuse lighting and specular highlights, with support for specular maps
  • SpecularPBMaterial: Single-pass, adds only highlights – can be used in combination with Prefab3D’s prebaked lighting to create view-dependent specular highlights
  • DiffuseMultiPassMaterial: Diffuse shading with multiple light sources
  • PhongMultiPassMaterial: Phong shading with multiple light sources

Demosplaneshader

Enough explanations, time for some demos! Right-click to view source:

That’s it, enjoy! Feel free to drop by the mailing list for questions or read the official announcement! For now, I need to get some sleep before Flash on the Beach kicks off :)

Leave a comment (10 comments)

Slice-based volume rendering using Pixel Bender

Tags: , , , , , ,

volumerendering

After a futile exploration of sparse voxel octree ray casting using Alchemy (which was fun but hopeless), I turned towards another technique for volume rendering, using view-aligned slices. The approach is not much different from the rendering of this older experiment, in which the slices were aligned to the object itself. Again, we’re using the same technique to create and read from the 3D texture (which is static in this case): ie. a set of cross sections placed next to eachother. CT scans are wonderful for this:

cross-section

Not that the image above is just a crop-out, we need a lot more to make it look decent (I used 32 cross sections).

Rendering the slices

slicesWhen using view-aligned slices, they typically won’t be aligned to the texture’s slices, as illustrated in the image to the right (yes, my graphic skills are EPIC!). The point p is any point on any view-aligned slice. We need to know where it is in the texture’s 3D space. This is simply a change of basis transformation, where both bases are defined to have the same origin. In our specific case, eye space is world space, so all we have to do is multiply p with the inverse of the object’s delta transformation matrix. Since the result will usually lie between 2 slices of the 3D texture (as in the illustration), we sample both texture slices with constant x and y coordinates and interpolate the colour values. This approach is not 100% correct, since the interpolation should also be aligned to the view. However, for this purpose, it’s a good trade-off for some extra performance.

As this needs to be done for every pixel on every slice, we’re doing these calculations through Pixel Bender. And that’s how it works in general lines. There’s some translations and scaling going on as well to ensure a uniform and properly centered transformation. If you’re still interested, you can check the source for that. Important to note is that half the slices in the back are actually culled for a worthwhile performance boost. They don’t really contribute all that much to the final image after all.

Demos

Click and drag to rotate the pitbull skull in all demos:

Leave a comment (8 comments)

More Stok3d: Parallax mapping & Water shading

Tags: , , , , , , , , ,

waterToday’s update on Stok3d is perhaps not as useful as the previous post, but I certainly had fun working on it. Or as we say in Dutch with a word blatantly stolen from German: it’s “spielerei”.

Demos:

I’m going to post the demos first this time. Saves you some scrolling effort, because the explanations below are rather boring ;)

  • Parallax Mapping : Move and turn towards the edges of the screen to see the extrusion of the texture best. A PhongFilter is added as a second filter, making it slower but the effect becomes more obvious.
  • Water Shading 1 – Ocean : Reflects or refracts light depending on the view angle and the surface relief. It animates a perlin noise filter to generate a water heightmap.
  • Water Shading 2 – Ripples : Same thing, but with a simple drawn ripple effect. The difference between refracted and reflected light is more obvious here.

Edit: Even if you have Flash Player 10, you still might get an update request. That is because these demos require the version of 10.0.22 concerning recent Pixel Bender bugfixes.

The source code for these demos can also be found on Google Code.

Useful updates

Some updates I did involved some bugfixes and performance-related updates. I also added a NormalMapUtil class, which provides a basic API to generate and manipulate normal maps. The main features are the generateFromHeightmap and drawFromHeightmap methods. Since height maps (or bump maps) are generally easier to come by (and to make), these methods generate a normal map for you. generateFromHeightMap creates a new BitmapData, drawFromHeightMap uses an existing BitmapData that you provide (useful if you need to generate one on every frame). The NormalMapUtil class furthermore allows you to invert the components of the normals, in case a normal map reflects the light in the wrong directions.

Water Shading

A new shader filter that was added is the WaterShadingFilter. If you remember your high school physics, depending on the view angle, the surface either reflects the light or lets it pass through and refracts it (which is called the fresnel effect).  To put it simply, when looking at water at a shallow angle, it seems like a very reflective surface, but when looking straight down into it, you can see through it but it’s a distorted view. The reflection uses a combination of environment mapping and phong shading, while the refraction is a simple displacement mapping technique. The DisplayObject to which the filter is applied is used as what’s underneath the surface, ie: the refracted light. The ripples seen in the demo are not made by the filter, but are custom written to manipulate the normal map.

Parallax Mapping

Another new filter is the ParallaxFilter, which performs (you guessed it) parallax mapping. It’s a technique like bump and normal mapping, in the sense that it tries to give more depth to a 2D texture. It does so by displacing texture coordinates based on a height map and view direction to the coordinate that it would normally have in 3D space. This causes the texture to look extruded and more detailed. For more (and better) information, check the article on wikipedia. Stok3d implements an iterative variation. It’s a bit slower but takes care of overlap issues and can handle sharp edges.

That’s it! For now, it’s back to Farbe, and… some other things :)

Leave a comment (15 comments)

Introducing Stok3d – More FP10 3D+Pixel Bender shading

Tags: , , , , , , , , ,

stok3d-envmapphongLast week I posted an example of Environment Mapping using FP10’s native 3D and Pixel Bender. The reactions were quite positive, which motivated me to push the concept a bit further and create more shaders using Pixel Bender. These new additions all work in the same fashion, ie. as Filters which need to be updated whenever the target object (or if provided: light position) changes.

I created a project on Google Code for this, dubbed Stok3d (as I was positively stoked at that specific point in time). It’s a mini-library at this point, but in the future there’s potentially more to it than shaders; Z-sorting for instance: although it has been done already, it wouldn’t be a bad idea to create something specifically for Stok3d and have more functionality in one place. But… zat’s for ze futuah! At least for now, it will be easier to commit bugfixes and updates.

Demos

In the order from low cpu usage (and less visually interesting) to high cpu usage (and more interesting):

* Although Stok3d is distributed under the GNU GPLv3 license, the textures are NOT covered by this license. In particular, the blast door and hangar door textures, normal maps, and specular maps are made by Florian Zender (http://www.florianzender.com) and are used with his kind permission. Check out his work, it’s quite impressive! :)

Source

The source for the examples as well as the library can be found on Google Code. It’s available over svn or as a downloadable archive.

Leave a comment (14 comments)

Spice up your postcard 3D with environment mapping

Tags: , , , , ,

envmapSince Flash Player 10 introduced native 3D functionality, the world of “postcard 3D” rejoiced as doing simple 3D tasks became much easier… Just as long as it did not involve z-sorting or shading effects.

The z-sorting has been tackled before, and here’s an attempt at implementing the second idea. Partly out of boredom and partly because I needed it as a first step towards another experiment, I created a simple cubic environment map effect, just in case you’d want your surfaces to be reflective. The filter itself is using Pixel Bender – what a surprise!

There’s some other possibilities I’m thinking of (phong shading for example), but it’d be good to know if there actually is any interest in stuff like this. I don’t want to be wasting my time either ;)

Cubic Environment Maps

Environment mapping is essentially a fake but relatively fast way to give the illusion of surface reflection. There are two common approaches: spherical and cubic mapping. The first maps the environment texture surrounding the scene on a sphere before mapping it onto the surface, the latter does it using a cube. Spherical mapping is usually faster and easier to use (it only requires 1 or 2 textures instead of one for every face of the cube), but sadly it doesn’t look very natural on a flat surface. Cubic mapping, on the other hand, looks better and is more commonly used these days. For more information, check this article on wikipedia.

So what do you need? Basically, you need to find a cube map and divide it up into 6 seperate images as illustrated below. You can assign these images to the EnvMapFilter class constructor.

cubemapWhen changing the surface position, scale or rotation, be sure to call the update method and reassign the filter to the target DisplayObject. All this is shown in the source.

Normal maps

It’s not a requirement, but if you want, you can assign a normal map to the filter. For every pixel, normal maps indicate the slope of the surface at any point and cause the reflections to be distorted. This gives the surface the appearance of having relief. A quick search on google or some texture libraries should yield plenty of them :)

Blabla yeah whatever!

Okay okay, enough chatter.

  • Demo – just follow the instructions (FP10.0.22 required, so you might get an upgrade request)
  • Source

Enjoy!

Leave a comment (7 comments)

© 2009 Der Schmale – David Lenaerts’s blog. All Rights Reserved.

This blog is powered by Wordpress and Magatheme by Bryan Helmig.