The Difficult Second Update
09 Mar 2015So I burnt out a bit towards the end of last year, just as I started this blog - perhaps because I did. Either way, it went dead. And that isn’t cool. But now I’m back, ready to continue working on shiny, voxelizing things. This post is going to basically be a bit of an algorithm/code dump. But that’s cool, because it’s hard to find this stuff explained online.
Triangle-AABB Intersections
Finding a modern algorithm for AABB-triangle intersection wasn’t terribly difficult. All the major papers I have previously mentioned (in my only other blog post to date) reference the same one: Fast Parallel Surface and Solid Voxelization on GPUs - Schwarz-Seidel 2010. As their paper mentions, this algorithm expands into fewer instructions than the standard Seperating Axis Theorem-based algorithm, by Akenine-Möller. The SAT-based algorithm is the easiest thing to find on the web when you search for triangle-box intersection. It’s also crazy-full of macros. I can’t imagine anyone uses it without modifying it first.
For now, I’ve decided to first generate Sparse Voxel Octrees “offline”. For you kids not in the know, that means before the application runs - a build step. After I get that all working, I’ll try and GPU-accelerate it. Eventually, ideally, the voxelization pipeline will be flexible enough to voxelize large data-sets offline, and smaller objects in real-time, a la Crassin et al. But first we need to correctly intersect boxes and triangles.
The Algorithm, An Explanation
This algorithm is nice because it allows for a bunch of per-triangle setup to be done, and then minimal intructions performed per-voxel.
So, referencing our paper, I’ll outline how it works very quickly:
- Take the box, and the bounding-box of the triangle, and check if they overlap. If they don’t, no intersection.
- Take the plane the triangle lies upon and test to see if it intersects the box. If it doesn’t, no intersection.
- For each axis-plane (xy, yz, zx), project the box and the triangle onto the plane, and see if they overlap. If any don’t, no intersection.
Step 1 is incredibly obvious and is performed in every algorithm I ever saw. Step 2 requires calculating something called the critical point, in relation to the triangle-normal. If you imagine a light being shone from very far away, in the direction of the triangle-normal, then the critical-point would be the first (closest) point hit by the incoming light. Honestly it was easy to blindly implement Step 2 so I didn’t really pay much attention. Step 3 was far more difficult, because of how Schwarz & Seidel decided to write their paper. Rather than continue describing the algorithm in abstract, they instead describe the rest of the per-axis-plane algorithm in terms of the xy-plane. Which would be fine, save for that they don’t mention which other two planes should also be implemented. So silly old me implemented the xy-plane, the xz-plane, and the yz-plane. Spot the error? Yeah, it should be the zx-plane, not the xz-plane. I still don’t know why that’s important, but it’s the difference between happiness and sadness.
The Algorithm, Implementation
Here I’ve just code-dumped the algorithm in C++. I think it’s readable enough. Keep in mind I use homogenous coordinates (points have 1.f in the w-component, vectors have 0.f). I haven’t yet figured out how to format it nicely so it scrolls horizontally yet.
//
// some things to note:
// - point4f is a function that returns a vector4f with the w-component set to 1.f
//
inline auto intersect_aabb_triangle(aabb_t const& box, triangle_t const& tri) -> bool
{
// bounding-box test
if (!intersect_aabbs(box, tri.aabb()))
return false;
// triangle-normal
auto n = tri.normal();
// p & delta-p
auto p = box.min_point();
auto dp = box.max_point() - p;
// test for triangle-plane/box overlap
auto c = point4f(
n.x > 0.f ? dp.x : 0.f,
n.y > 0.f ? dp.y : 0.f,
n.z > 0.f ? dp.z : 0.f);
auto d1 = dot_product(n, c - tri.v0);
auto d2 = dot_product(n, dp - c - tri.v0);
if ((dot_product(n, p) + d1) * (dot_product(n, p) + d2) > 0.f)
return false;
// xy-plane projection-overlap
auto xym = (n.z < 0.f ? -1.f : 1.f);
auto ne0xy = vector4f{-tri.edge0().y, tri.edge0().x, 0.f, 0.f} * xym;
auto ne1xy = vector4f{-tri.edge1().y, tri.edge1().x, 0.f, 0.f} * xym;
auto ne2xy = vector4f{-tri.edge2().y, tri.edge2().x, 0.f, 0.f} * xym;
auto v0xy = math::vector4f{tri.v0.x, tri.v0.y, 0.f, 0.f};
auto v1xy = math::vector4f{tri.v1.x, tri.v1.y, 0.f, 0.f};
auto v2xy = math::vector4f{tri.v2.x, tri.v2.y, 0.f, 0.f};
float de0xy = -dot_product(ne0xy, v0xy) + std::max(0.f, dp.x * ne0xy.x) + std::max(0.f, dp.y * ne0xy.y);
float de1xy = -dot_product(ne1xy, v1xy) + std::max(0.f, dp.x * ne1xy.x) + std::max(0.f, dp.y * ne1xy.y);
float de2xy = -dot_product(ne2xy, v2xy) + std::max(0.f, dp.x * ne2xy.x) + std::max(0.f, dp.y * ne2xy.y);
auto pxy = vector4f(p.x, p.y, 0.f, 0.f);
if ((dot_product(ne0xy, pxy) + de0xy) < 0.f || (dot_product(ne1xy, pxy) + de1xy) < 0.f || (dot_product(ne2xy, pxy) + de2xy) < 0.f)
return false;
// yz-plane projection overlap
auto yzm = (n.x < 0.f ? -1.f : 1.f);
auto ne0yz = vector4f{-tri.edge0().z, tri.edge0().y, 0.f, 0.f} * yzm;
auto ne1yz = vector4f{-tri.edge1().z, tri.edge1().y, 0.f, 0.f} * yzm;
auto ne2yz = vector4f{-tri.edge2().z, tri.edge2().y, 0.f, 0.f} * yzm;
auto v0yz = math::vector4f{tri.v0.y, tri.v0.z, 0.f, 0.f};
auto v1yz = math::vector4f{tri.v1.y, tri.v1.z, 0.f, 0.f};
auto v2yz = math::vector4f{tri.v2.y, tri.v2.z, 0.f, 0.f};
float de0yz = -dot_product(ne0yz, v0yz) + std::max(0.f, dp.y * ne0yz.x) + std::max(0.f, dp.z * ne0yz.y);
float de1yz = -dot_product(ne1yz, v1yz) + std::max(0.f, dp.y * ne1yz.x) + std::max(0.f, dp.z * ne1yz.y);
float de2yz = -dot_product(ne2yz, v2yz) + std::max(0.f, dp.y * ne2yz.x) + std::max(0.f, dp.z * ne2yz.y);
auto pyz = vector4f(p.y, p.z, 0.f, 0.f);
if ((dot_product(ne0yz, pyz) + de0yz) < 0.f || (dot_product(ne1yz, pyz) + de1yz) < 0.f || (dot_product(ne2yz, pyz) + de2yz) < 0.f)
return false;
// zx-plane projection overlap
auto zxm = (n.y < 0.f ? -1.f : 1.f);
auto ne0zx = vector4f{-tri.edge0().x, tri.edge0().z, 0.f, 0.f} * zxm;
auto ne1zx = vector4f{-tri.edge1().x, tri.edge1().z, 0.f, 0.f} * zxm;
auto ne2zx = vector4f{-tri.edge2().x, tri.edge2().z, 0.f, 0.f} * zxm;
auto v0zx = math::vector4f{tri.v0.z, tri.v0.x, 0.f, 0.f};
auto v1zx = math::vector4f{tri.v1.z, tri.v1.x, 0.f, 0.f};
auto v2zx = math::vector4f{tri.v2.z, tri.v2.x, 0.f, 0.f};
float de0zx = -dot_product(ne0zx, v0zx) + std::max(0.f, dp.y * ne0zx.x) + std::max(0.f, dp.z * ne0zx.y);
float de1zx = -dot_product(ne1zx, v1zx) + std::max(0.f, dp.y * ne1zx.x) + std::max(0.f, dp.z * ne1zx.y);
float de2zx = -dot_product(ne2zx, v2zx) + std::max(0.f, dp.y * ne2zx.x) + std::max(0.f, dp.z * ne2zx.y);
auto pzx = vector4f(p.z, p.x, 0.f, 0.f);
if ((dot_product(ne0zx, pzx) + de0zx) < 0.f || (dot_product(ne1zx, pzx) + de1zx) < 0.f || (dot_product(ne2zx, pzx) + de2zx) < 0.f)
return false;
return true;
}