Octree | Unity3D Octree implementation
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Unity3D Octree implementation
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QUESTION
i'm having some trouble loading module in Julia. I have to module that i cant load in my main file.
So my code (i'm trying to make an octree) look like this:
...ANSWER
Answered 2022-Mar-17 at 00:28Well, you actually just put the two modules in the same module. Or to be more precise, you have a module Node
and a module Tree
with a submodule Node
in it, thus the Main.Tree.Node.node
. This happens because you use include("Node.jl")
within your Tree
module. The include function works as if it copied the text in the Node.jl
file and pasted it into the Tree.jl
file. Thus, to use the Node
module within Tree
without creating a submodule you have to add it.
So, I'd recommend you to generate a package for both the Node
and Tree
modules. This is done by
QUESTION
I tried creating an octree in c++. Seems to work fairly well, but when I print the content of the tree it returns an access violation error. Running this in debug will print two different numbers, although the content should not have been changed. Here is the printout:
...ANSWER
Answered 2022-Mar-14 at 00:55The specific error is here
QUESTION
I'm trying write a WGSL shader that reads an octree that is stored in a storage buffer. The problem is, the compiler doesn't like the dynamic index I'm calculating to access leaves in the storage buffer. wgpu produces the following validation error:
...ANSWER
Answered 2022-Feb-02 at 18:39Indexing into storage buffers is totally fine. What Naga doesn't like is this line:
QUESTION
I am trying to pass a vector of vectors to an SSB0, however I get a segfault when passing it through with glBufferData
. The structure in C++ is:
ANSWER
Answered 2022-Jan-16 at 04:33QUESTION
Let's say Octree()
is a container with Elements of type double.
Can I use sizeof(Octree)
to determine how much memory in bytes is taken up by my octree?
Sizeof()
should change if I change the resolution/depth of my octree - which does not seem to be the case when I test it.
Is there a way I could determine the dynamically allocated memory size of my octree?
...ANSWER
Answered 2021-Dec-15 at 22:21No. sizeof
returns the size of the object. Which is the size of the type of the object. Which remains constant through the entire program. sizeof
does not return the amount of memory that member functions of the object have allocated dynamically, and it cannot be overloaded to do so.
Is there a way I could determine the dynamically allocated memory size of my octree?
Certainly. You can keep track of all dynamic memory that you allocate, and their sizes together to get the total. This won't include overhead consumed by the data structure used by the allocator itself. There's no standard way to measure that.
QUESTION
I get this error just by including the header file to my code. I'm using visual studio 2019 and c++17, I've included the linker files and all but it doesn't want to work.
What could it be?
...Error C4996 'std::iterator': warning STL4015: The std::iterator class template (used as a base class to provide typedefs) is deprecated in C++17. (The header is NOT deprecated.) The C++ Standard has never required user-defined iterators to derive from std::iterator. To fix this warning, stop deriving from std::iterator and start providing publicly accessible typedefs named iterator_category, value_type, difference_type, pointer, and reference. Note that value_type is required to be non-const, even for constant iterators. You can define _SILENCE_CXX17_ITERATOR_BASE_CLASS_DEPRECATION_WARNING or _SILENCE_ALL_CXX17_DEPRECATION_WARNINGS to acknowledge that you have received this warning. TCC2 D:\dev\CMake\vcpkg\installed\x64-windows\include\pcl\octree\octree_iterator.h 71
ANSWER
Answered 2021-Dec-01 at 03:04It is a warning for using deprecated code and Visual Studio treat it as error by default.
Go to project properties -> Configuration Properties -> C/C++ -> General -> SDL checks -> set to No. And it should be good.
QUESTION
In physics simulations (for example n-body systems) it is sometimes necessary to keep track of which particles (points in 3D space) are close enough to interact (within some cutoff distance d) in some kind of index. However, particles can move around, so it is necessary to update the index, ideally on the fly without recomputing it entirely. Also, for efficiency in calculating interactions it is necessary to keep the list of interacting particles in the form of tiles: a tile is a fixed size array (eg 32x32) where the rows and columns are particles, and almost every row-particle is close enough to interact with almost every column particle (and the array keeps track of which ones actually do interact).
What algorithms may be used to do this?
Here is a more detailed description of the problem:
Initial construction: Given a list of points in 3D space (on the order of a few thousand to a few million, stored as array of floats), produce a list of tiles of a fixed size (NxN), where each tile has two lists of points (N row points and N column points), and a boolean array NxN which describes whether the interaction between each row and column particle should be calculated, and for which:
a. every pair of points p1,p2 for which distance(p1,p2) < d is found in at least one tile and marked as being calculated (no missing interactions), and
b. if any pair of points is in more than one tile, it is only marked as being calculated in the boolean array in at most one tile (no duplicates),
and also the number of tiles is relatively small if possible (but this is less important than being able to update the tiles efficiently)
Update step: If the positions of the points change slightly (by much less than d), update the list of tiles in the fastest way possible so that they still meet the same conditions a and b (this step is repeated many times)
It is okay to keep any necessary data structures that help with this, for example the bounding boxes of each tile, or a spatial index like a quadtree. It is probably too slow to calculate all particle pairwise distances for every update step (and in any case we only care about particles which are close, so we can skip most possible pairs of distances just by sorting along a single dimension for example). Also it is probably too slow to keep a full (quadtree or similar) index of all particle positions. On the other hand is perfectly fine to construct the tiles on a regular grid of some kind. The density of particles per unit volume in 3D space is roughly constant, so the tiles can probably be built from (essentially) fixed size bounding boxes.
To give an example of the typical scale/properties of this kind of problem, suppose there is 1 million particles, which are arranged as a random packing of spheres of diameter 1 unit into a cube with of size roughly 100x100x100. Suppose the cutoff distance is 5 units, so typically each particle would be interacting with (2*5)**3
or ~1000 other particles or so. The tile size is 32x32. There are roughly 1e+9 interacting pairs of particles, so the minimum possible number of tiles is ~1e+6. Now assume each time the positions change, the particles move a distance around 0.0001 unit in a random direction, but always in a way such that they are at least 1 unit away from any other particle and the typical density of particles per unit volume stays the same. There would typically be many millions of position update steps like that. The number of newly created pairs of interactions per step due to the movement is (back of the envelope) (10**2 * 6 * 0.0001 / 10**3) * 1e+9 = 60000
, so one update step can be handled in principle by marking 60000 particles as non-interacting in their original tiles, and adding at most 60000 new tiles (mostly empty - one per pair of newly interacting particles). This would rapidly get to a point where most tiles are empty, so it is definitely necessary to combine/merge tiles somehow pretty often - but how to do it without a full rebuild of the tile list?
P.S. It is probably useful to describe how this differs from the typical spatial index (eg octrees) scenario: a. we only care about grouping close by points together into tiles, not looking up which points are in an arbitrary bounding box or which points are closest to a query point - a bit closer to clustering that querying and b. the density of points in space is pretty constant and c. the index has to be updated very often, but most moves are tiny
...ANSWER
Answered 2021-Nov-27 at 13:46I suggest the following algorithm. E.g we have cube 1x1x1 and the cutoff distance is 0.001
- Let's choose three base anchor points: (0,0,0) (0,1,0) (1,0,0)
- Associate array of size 1000 ( 1 / 0.001) with each anchor point
- Add three numbers into each regular point. We will store the distance between the given point and each anchor point inside these fields
- At the same time this distance will be used as an index in an array inside the anchor point. E.g. 0.4324 means index 432.
- Let's store the set of points inside of each three arrays
- Calculate distance between the regular point and each anchor point every time when update point
- Move point between sets in arrays during the update
The given structures will give you an easy way to find all closer points: it is the intersection between three sets. And we choose these sets based on the distance between point and anchor points.
In short, it is the intersection between three spheres. Maybe you need to apply additional filtering for the result if you want to erase the corners of this intersection.
QUESTION
I'm implementing octree data structure. In octants i store triangles. So question: When i need to to stop dividing octants in Octree? I think about max depth or number of max number of triangles in octant, but how i can calculate this values?
...ANSWER
Answered 2021-Nov-23 at 21:05A good rule for many circumstances is to subdivide a box if the number of triangles in it is more than twice its depth in the tree. This ensures that:
- The total space consumed by the tree is at most proportional to the number of trianges;
- The total time spent traversing down the tree is at most proportional to the number of triangles you'll have to directly process in the target leaf; and
- You can still go deep when necessary to decompose a tight cluster.
QUESTION
This is the log (truncated) from my analysis of the hashmap:
...ANSWER
Answered 2021-Sep-24 at 19:34Your hash function is very bad. The greatest common divisor of the morton values you shown is
GCD(132120576, 115343360, 98566144, 81788928, 65011712, 48234496, 31457280, 16515072, 14417920, 12320768) = 2^18 = 262144
It is divided by 512. All values go to the (first) bucket 0.
You can try
QUESTION
I'm flattening out an octree and sending it to my fragment shader using an SSBO, and I believe I am running into some memory alignment issues. I'm using std430
for the layout and binding a vector of voxels to this SSBO this is the structure in my shader. I'm using GLSL 4.3 FYI
ANSWER
Answered 2021-Sep-03 at 04:53I'm not entirely sure what the alignment is
The specification is very clear as to what the base alignment of things are. Your problem is not in item #4 (std430
doesn't do the rounding specified in #4 anyway).
Your problem is in #2:
If the member is a two- or four-component vector with components consuming N basic machine units, the base alignment is 2N or 4N, respectively.
In GLSL, vec4
has a base alignment of 16. That means that any vec4
must be allocated on a 16-byte boundary.
pos
must be on a 16-byte boundary. However, data
is only 4 bytes. Therefore, 12 bytes of padding must be inserted between data
and pos
to satisfy std430's alignment requirements.
However, glm::vec4
has a C++ alignment of 4. So the C++ compiler does not insert a bunch of padding between data
and pos
. Thus, the types in the two languages do not agree.
You should explicitly align all GLM vectors in C++ structs that you want to match GLSL, using C++11's alignas
keyword:
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