Last Time: Last Time Octrees
Today: Today Kd-trees
BSP trees
BVHs
Cell Structures (Graph-Based)
Octree Problems: Octree Problems Octrees become very unbalanced if the objects are far from a uniform distribution
Many nodes could contain no objects
The problem is the requirement that cube always be equally split amongst children A bad octree case
Kd-trees: Kd-trees A kd-tree is a tree with the following properties
Each node represents a rectilinear region (faces aligned with axes)
Each node is associated with an axis aligned plane that cuts its region into two, and it has a child for each sub-region
The directions of the cutting planes alternate with depth – height 0 cuts on x, height 1 cuts on y, height 2 cuts on z, height 3 cuts on x, …
Kd-trees generalize octrees by allowing splitting planes at variable positions
Note that cut planes in different sub-trees at the same level need not be the same
Kd-tree Example: Kd-tree Example 1 1 2 3 2 3 4 5 6 7 4 5 6 7 8 9 10 11 12 13 8 9 10 11 12 13
Kd-tree Node Data Structure: Kd-tree Node Data Structure What needs to be stored in a node?
Children pointers (always two)
Parent pointer - useful for moving about the tree
Extents of cell - xmax, xmin, ymax, ymin, zmax, zmin
List of pointers to the contents of the cell
Neighbors are complicated in kd-trees, so typically not stored
Building a Kd-tree: Building a Kd-tree Define a function, buildNode, that:
Takes a node with its cell defined and a list of its contents
Sets the splitting plane, creates the children nodes, divides the objects among the children, and recurses on the children, or
Sets the node to be a leaf node
Find the root cell (how?), create the root node and call buildNode with all the objects
When do we choose to stop creating children?
What is the hard part?
Choosing a Splitting Plane: Choosing a Splitting Plane Two common goals in selecting a splitting plane for each cell
Minimize the number of objects cut by the plane
Balance the tree: Use the plane that equally divides the objects into two sets (the median cut plane)
One possible global goal is to minimize the number of objects cut throughout the entire tree (intractable)
One method (assuming splitting on plane perpendicular to x-axis):
Sort all the vertices of all the objects to be stored according to x
Put plane through median vertex, or locally search for low cut plane
Kd-tree Applications: Kd-tree Applications Kd-trees work well when axis aligned planes cut things into meaningful cells
What are some common environments with rectilinear cells?
View frustum culling extents trivially to kd-trees
Kd-trees are frequently used as data structures for other algorithms – particularly in visibility
Specific applications:
Soda Hall Walkthrough project (Teller and Sequin)
Splitting planes came from large walls and floors
Real-time Pedestrian Rendering (University College London)
BSP Trees: BSP Trees Binary Space Partition trees
A sequence of cuts that divide a region of space into two
Cutting planes can be of any orientation
A generalization of kd-trees, and sometimes a kd-tree is called an axis-aligned BSP tree
Divides space into convex cells
The industry standard for spatial subdivision in game environments
General enough to handle most common environments
Easy enough to manage and understand
Big performance gains
BSP Example: BSP Example Notes:
Splitting planes end when they intersect their parent node’s planes
Internal node labeled with planes, leaf nodes with regions 1 4 2 3 7 5 B A out 8 D out 6 C out 1 2 3 4 5 6 7 8 out A out B C D
BSP Tree Node Data Structure: BSP Tree Node Data Structure What needs to be stored in a node?
Children pointers (always two)
Parent pointer - useful for moving about the tree
If a leaf node: Extents of cell
How might we store it?
If an internal node: The split plane
List of pointers to the contents of the cell
Neighbors are useful in many algorithms
Typically only store neighbors at leaf nodes
Cells can have many neighboring cells
Portals are also useful - holes that see into neighbors
Building a BSP Tree: Building a BSP Tree Define a function, buildNode, that:
Takes a node with its cell defined and a list of its contents
Sets the splitting plane, creates the children nodes, divides the objects among the children, and recurses on the children, or
Sets the node to be a leaf node
Create the root node and call buildNode with all the objects
Do we need the root node’s cell? What do we set it to?
When do we choose to stop creating children?
What is the hard part?
Choosing Splitting Planes: Choosing Splitting Planes Goals:
Trees with few cells
Planes that are mostly opaque (best for visibility calculations)
Objects not split across cells
Some heuristics:
Choose planes that are also polygon planes
Choose large polygons first
Choose planes that don’t split many polygons
Try to choose planes that evenly divide the data
Let the user select or otherwise guide the splitting process
Random choice of splitting planes doesn’t do too badly
Drawing Order from BSP Trees: Drawing Order from BSP Trees BSP tress can be used to order polygons from back to front, or visa-versa
Descend tree with viewpoint
Things on the same side of a splitting plane as the viewpoint are always in front of things on the far side
Can draw from back to front
Removes need for z-buffer, but few people care any more
Gives the correct order for rendering transparent objects with a z-buffer, and by far the best way to do it
Can draw front to back
Use info from front polygons to avoid drawing back ones
Useful in software renderers (Doom?)
BSP in Current Games: BSP in Current Games Use a BSP tree to partition space as you would with an octree or kd-tree
Leaf nodes are cells with lists of objects
Cells typically roughly correspond to “rooms”, but don’t have to
The polygons to use in the partitioning are defined by the level designer as they build the space
A brush is a region of space that contributes planes to the BSP
Artists lay out brushes, then populate them with objects
Additional planes may also be specified
Sky planes for outdoor scenes, that dip down to touch the tops of trees and block off visibility
Planes specifically defined to block sight-lines, but not themselves visible
Dynamic Lights and BSPs: Dynamic Lights and BSPs Dynamic lights usually have a limited radius of influence to reduce the number of objects they light
The problem is to find, using the BSP tree, the set of objects lit by the light (intersecting a sphere center (x,y,z) radius r)
Solution: Find the distance of the center of the sphere from each split plane
What do we do if it’s greater than r distance on the positive side of the plane?
What do we do if it’s greater than r distance on the negative side of the plane?
What do we do if it’s within distance r of the plane?
Any leaf nodes reached contain objects that might be lit
BSP and Frustum Culling: BSP and Frustum Culling You have a BSP tree, and a view frustum
With near and far clip planes
At each splitting plane:
Test the boundaries of the frustum against the split plane
What if the entire frustum is on one side of the split plane?
What if the frustum intersects the split plane?
What do you test in situations with no far plane?
What do you do when you get to a leaf?
Bounding Volume Hierarchies: Bounding Volume Hierarchies So far, we have had subdivisions that break the world into cell
General Bounding Volume Hierarchies (BVHs) start with a bounding volume for each object
Many possibilities: Spheres, AABBs, OBBs, k-dops, …
More on these later
Parents have a bound that bounds their children’s bounds
Typically, parent’s bound is of the same type as the children’s
Can use fixed or variable number of children per node
No notion of cells in this structure
BVH Example: BVH Example
BVH Construction: BVH Construction Simplest to build top-down
Bound everything
Choose a split plane (or more), divide objects into sets
Recurse on child sets
Can also be built incrementally
Insert one bound at a time, growing as required
Good for environments where things are created dynamically
Can also build bottom up
Bound individual objects, group them into sets, create parent, recurse
What’s the hardest part about this?
BVH Operations: BVH Operations Some of the operations we’ve looked at so far work with BVHs
Frustum culling
Collision detection
BVHs are good for moving objects
Updating the tree is easier than for other methods
Incremental construction also helps (don’t need to rebuild the whole tree if something changes)
But, BVHs lack some convenient properties
For example, not all space is filled, so algorithms that “walk” through cells won’t work
Cell-Portal Structures: Cell-Portal Structures Cell-Portal data structures dispense with the hierarchy and just store neighbor information
This make them graphs, not trees
Cells are described by bounding polygons
Portals are polygonal openings between cells
Good for visibility culling algorithms, OK for collision detection and ray-casting
Several ways to construct
By hand, as part of an authoring process
Automatically, starting with a BSP tree or kd-tree and extracting cells and portals
Explicitly, as part of an automated modeling process
Cell Portal Example: Cell Portal Example Portals can be one way (directed edges)
Graph is normally stored in adjacency list format
Each cell stores the edges (portals) out of it A B C D E F A B C D E F
Todo: Todo By Monday, Oct 13, Stage 2 demo