Transcript Document
3D Game Programming 王銓彰 [email protected] 2005 1 課程大綱 Introduction to Game Development (3hr) Game System Analysis (3hr) The Game Main Loop (3hr) 3D Game Engine Training (Using TheFly3D) (6hr) Game Mathematics & Geometry (3hr) Terrain (3hr) Character Motion (3hr) Game Control System (3hr) Advanced Scene Management System (3hr) Game AI (6hr) Game Physics (3hr) Game FX (3hr) Network Gaming (3hr) MMOG (3hr) Summary Wang’s Method for Real-time 3D Game Development 2 課程要求 One term project The students are in teams. Use TheFly3D 3D engine to code a Real-time 3D Game. Action RPG The teacher will provide graphics materials and setup the game design. Final examination Homework will be closely coupled with the term project. 3 王銓彰 (1/3) 目前 學歷 數位內容學院 專任講師 / 顧問 宇峻奧汀 顧問 鈊象電子 3D技術顧問 台灣大學土木工程學系畢業 資歷 04-04 資策會網路多媒體研究所 專案顧問 97-04 昱泉國際股份有限公司 技術長 96-96 虛擬實境電腦動畫股份有限公司 研發經理 93-96 西基電腦動畫股份有限公司 研發經理 90-93 國家高速電腦中心 助理研究員 89-90 台灣大學土木工程學系 CAE Lab 研究助理 4 王銓彰 (2/3) Game作品 Current TheFly3D 3D Engine 昱泉國際 DragonFly 3D Game Engine M2神甲奇兵, VRLobby, 天劍記 Lizard 3D Game Engine 幻影特攻、笑傲江湖 I & II、神鵰俠侶 I & II、風雲、小李飛刀、 笑傲江湖網路版、怪獸總動員、聖劍大陸、笑傲外傳 西基電腦動畫 Ultimate Fighter 1st real-time 3D fighting game in Taiwan 5 王銓彰 (3/3) 專長 (Expertise) 3D Computer Graphics Geometric Modeling Numerical Methods Character Animation Photo-realistic Rendering Real-time Shading Volume Rendering 應用領域 (Applications) 即時3D遊戲開發 (Real-time 3D Game Development) 電腦動畫 (Computer Animation) 虛擬實境 (Virtual Reality) 電腦輔助設計 (Computer-aided Design, CAD) 科學視算 (Scientific Visualization) 6 1st Introduction to Game Development 7 Introduction to Game Development Game Game Game Game Game Tools platform types team development pipeline software system 8 Game Platform PC Console Single player Match Makings MMOG (Massive Multi-player Online Game) Web-based Games Sony PS2 MS Xbox Nintendo GameCube Arcade Mobile Nintendo GBA Nintendo DS Sony PSP Hand-held 9 Game Development on PC PC is designed for general office application. Not for entertainment purpose A virtual memory system But video memory is limited. For frame buffers, z buffers, textures, vertices, … PCI / AGP might be a problem for performance. Open architecture Unlimited system memory Hardware driver version issue Different capabilities Different performance Compatibility test is very important. Development is easy to setup. Visual C/C++ with DirectX 10 Game Development for Consoles Specific hardware designed for games Single user OS Single process OS No hard disk drive (?) Closed system Native coding environment Limited resources Proprietary SDK Hardware related features C language with assembly Memory for everything 32M for PS2 64M for Xbox One console runs, the others do ! Use gamepad and no keyboard 11 Game Types RPG (Role playing games) AVG (Adventure games) RTS (Real-time strategy games) FPS (First-person shooting games) RSLG (戰棋) STG Sports Action Puzzle games Table games MMORPG Massive Multiple Player Online Role Playing Games 12 Game Team Members 開發團隊 行銷業務團隊 產品經理(PM) 測試團隊 遊戲審議委員會 製作人 執行製作人 企劃團隊 程式團隊 美術團隊 Game project approval 遊戲經營團隊 線上遊戲 game master (GM) Customer services MIS 13 Game Producer 遊戲製作人 Team leader (usually) 資源管理 (Resource management) 行政管理 (Administration) 專案管理 (Project management) 向上負責 (Upward management) 團隊的決策 風險管理 14 遊戲執行製作人 專案管理執行 Daily 運作 House keeping Meeting coordinator Schedule checking Cross-domain communication Usually not a full-time job position A position for training and becoming a producer 15 遊戲企劃 (1/2) 故事設計 (Story telling) 腳本設計 (Scripting) 玩法設計 (Game play design) 角色設計(Character design) 動作設計(Animation design) 關卡設計 (Level design) 特效設計(Effect design) 物件設計 介面設計(User Interface design) 遊戲調適 (Game tuning) 數值設定 (Numerical setup) AI 設計 (Game AI design) 音效設定 (Sound FX setup) 16 遊戲企劃 (2/2) 場景設定 (Scene setup) Game document writing Game quality checking 17 遊戲美術 Visual setup for game design 2D setup 3D setup Graphics design and production 場景 (Terrain) 人物 (Character) 建模 (Models) 材質 (Textures) 動作 (Motion / Animation) 特效 (FX) User Interface 行銷支援 (封面.海報..等) 18 遊戲程式 遊戲程式 (Game Program) 撰寫 遊戲開發工具 (Game Tools) 開發 遊戲Data exporters from 3D animation Software Level editor Scene editor FX editor Script editor Game editor 3dsMax / Maya / Softimage Game engine development Game technique research Online game server development 19 遊戲開發流程 Basic Procedures for Game Development Idea Proposal Concept Approval Production Prototype 發想 (Idea) 提案 (Proposal) 製作 (Production) 整合 (Integration) 測試 (Testing) 除錯 (Debug) 調適 (Tuning) Integration Pre-alpha Testing Debug Alpha Tuning Beta Final > Concept approval > 雛形 (prototype) > Pre-alpha > Alpha > Beta 20 遊戲發想(Concept Design) 遊戲類型 (Game types) 遊戲世界觀 (Game world) 故事 (Story) 遊戲特色 (Features) 遊戲玩法 (Game play) 遊戲定位 (Game product positioning) 競爭對手評估 風險評估 (Risk) Target player Marketing segmentation / positioning SWOT (Strength/Weakness/Opportunity/Threat) 分析 產出物 Concept Design Document (CDD) 21 遊戲提案(Proposal) 系統分析 (System analysis) GDD 撰寫 (Game design document) MDD 撰寫 (Media design document) TDD 撰寫 (Technical design document) 遊戲專案建立 (Game project) Schedule Milestones / Check points Risk management 測試計畫書 團隊建立 (Team building) 產出物 GDD MDD TDD The Team 22 遊戲開發(Production) 美術量產製作 Modeling Textures Animation Motion FX 量產 ! 程式開發 (Coding) 企劃數值設定 … 23 遊戲整合(Integration) 關卡串聯 (Level integration) 數值調整 (Number tuning) 音效置入 (Audio) 完成所有美術 程式與美術結合 Testing within the game team Focus group (User study) Release some playable levels for focus group. Get the feedback from focus group to adjust the game play. Invited outside game players but evaluation in-house 24 遊戲測試(Test) Alpha 測試 Beta 測試 除錯 (Debug) Make the game stable 數值微調 Game play 微調 對線上遊戲而言 (MMOG) 封閉測試 (Closed beta) Invited game players 開放測試 (Open beta) Free for public players 極限測試 (Critical testing) Only for MMOG Continuously implementing For servers 25 Bugs Bug 分級 (Bug Classification) A Bug B Bug C Bug S Bug Bug Bug Classification Principles Bug 分級從嚴 Tester vs Debugger Bug Dispatch Debug N ? Verify Y FAQ 26 Game Software System Game NPC System Virtual Agent Fighting System Terrain Trading System FX System Game AI Collision Character Dynamics 3D Scene Mngmt 3D Graphics API 2D Sprite Gamepad 2D API Hardware Story Script System Sound FX Audio Input Device UI Network OS API Game Play Layer Engine Layer System Layer 27 System Layer – APIs (1/2) 3D Graphics API 2D API DirectX 9.0 SDK - DirectMedia Win32 GDI Input device DirectX 9.0 SDK – Direct3D Newest update : DirectX 9.0c SDK Update (June, 2005) OpenGL 2.0 DirectX 9.0 SDK – DirectInput Audio DirectX 9.0 SDK – DirectSound / Direct3DSound / DirectMedia OpenAL 28 System Layer – APIs (2/2) OS API Win32 SDK MFC Network DirectX 9.0 SDK – DirectPlay Socket library 29 Engine Layer (1/2) 3D scene management system Scene graph Shaders 2D sprite system Audio system Gamepad Hotkeys Mouse Timers Network DDK interface 30 Engine Layer (2/2) Terrain system Advanced scene management system Character system Bone-skin Motion Blending Dynamics Space partition technique BSP Tree Octree Particle system Rigid-body dynamics Collision detection Sound FX User interface 31 Game Play Layer NPC (Non-playable characters) management Game AI Path finding Finite state machine (FSM) Steering behavior Avatar Combat system FX system Script system Trading system Number system … 32 Game Development Tools for Programming (1/2) System Tools Visual C/C++ .Net 2003 VC/C++ 7.1 Visual C/C++ 6.0 + SP5 NuMega BoundsChecker Finding memory leaking Intel vTune Finding computation performance bottlenecks for CPU PIX Finding graphics performance bottlenecks For GPU 33 Game Development Tools for Programming (2/2) SDKs System API Win32 SDK or MFC DirectX SDK or OpenGL Socket library Middleware (Game engine) Renderware Unreal … Physics ODE 34 Game Development Tools for Artists 3D tools 2D tools Discrete 3dsMax Maya Softimage XSI Photoshop Illustrator Motion tools Motion capture devices Motion Builder FiLMBOX 35 2nd Game System Analysis 36 What Will We Talk The idea about system analysis (SA) Mind mapping Case study - Term project 37 Why System Analysis (1/2) For 程式結構 analysis To identify 工作量 New game engine ? Re-used code ? Tools needed to be developed ? For 資源 management The main program Game development tools Total man month How many programmers ? How good the programmers ? For job dependency analysis Job A Job B Job D Job C 38 Why System Analysis (2/2) To do technical possibility analysis Pre-processor for 技術可行性分析 R&D ? Where is the technical bottleneck ? Technical design document Project management Bridge from game design to programming 39 Something about System Analysis No standard procedures or approaches It’s not a theory. Experience You can use your own method/tool UML Mind mapping 心智圖法 This is the one we will use in this course … 40 Wang’s System Analysis Steps Brainstorming Integration Dependency analysis Create the project Technical design document (TDD) writing 41 Brainstorming Based on the game design to put everything as many as you could Use mind mapping Including Game system Combat / Village / Puzzle / … Program modulus Camera / PC control / NPC AI / UI / FX /… Tools Level editor / Scene editor / … Entities in games Characters / vehicle / terrain / audio / … 42 Integration Confirm the resource limitation Technical implement possibility Put all related items together Man month analysis How many ? Who ? Jobs / System identification 43 Dependency Analysis Sort the Jobs By job dependency By programmers’ schedule Prototype for scheduling 44 System Analysis – Create the Project Scheduling Job assignment Resource allocation Check points Milestones Major check points Output Risk management Alternatives Risk management policy 45 Technical Design Document Specification Resources Design in details Implement methods (工法) Algorithms “Project” Output in each milestone SOP (optional) TDD Template 46 Mind Map 心智圖法 A radiant thinking tool Applications 讀書心得 Proposal 上課筆記 遊記 System Analysis … Reference Programs Visio MindManager Books Tony Buzan, Barry Buzan “The Mind Map Book: How to Use Radiant Thinking to Maximize Your Brain's Untapped Potential” 47 48 49 Mind Map Demo Using MindManager Use MindManager X5 pro Developed by MindJet 50 3rd The Game Main Loop 51 Win32 Application (1/3) int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; ... // register window class ZeroMemory(&wc, sizeof(WNDCLASSEX)); wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; wc.lpfnWndProc = KKMainProc; ... RegisterClassEx(&wc); ... // the main loop KKMainLoop(); // unregister the window class UnregisterClass(wc.lpszClassName, hInst); return id; } 52 Win32 Application (2/3) LRESULT CALLBACK KKMainProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { LRESULT l = FALSE; ... // switch for all incoming messages from WindowsXX switch (uMsg) { case WM_KEYDOWN: ... l = TRUE; break; ... } // echo the result if (l) { return l; } else { return DefWindowProc(hWnd, uMsg, wParam, lParam); } } 53 Win32 Application (3/3) void KKMainLoop() { MSG msg; BOOL kkBeQuit = FALSE; // the main loop while (!kkBeQuit) { // check window's messages while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) { kkBeQuit = TRUE; } // invoke the WindowsX to handle the incoming messages TranslateMessage(&msg); DispatchMessage(&msg); } // do your jobs here, for example, check the timing and do something in regular ... } } 54 Event-driven Programming Win32 programs are event-driven We need an infinitive loop to check all incoming events. In the loop : Messages = events So as all windows system (for example : X window) Check if there are incoming events (messages) Handle the events Check the time and do something in regular Incoming events : Interrupts System requests 55 Timers & Events (1/2) Timers (do something in regular timing) The sub-system to handle timing Must be precise to at least 1 ms or less 30fps = 1/30 second = 33.333… ms On win32 platform, you can use “performance counter” instead of the win32’s “WM_TIMER” message For windows9x, WM_TIMER = 18.2 fps (maximum) Events Input devices Mouse Keyboard Something coming from network System requests Re-draw Losing/getting the input focus … 56 Timers & Events (2/2) Two types of jobs (Callbacks) to do (Call) : In regular Timers callbacks By requests Input device callbacks So as the game main program A game is an interactive application. Mouse Hotkeys Gamepads A game is time-bound. Rendering locked in 30fps or 60fps Motion data produced in 30fps Game running in 30fps 57 Implement the Timer (1/6) On PC platform : use “Performance Counter” QueryPerformanceFrequency() QueryPerformanceCounter() // timers data structure typedef struct { BOOL beAble; // is the timer is enabled/disabled ? BOOL be1st; // is this the 1st time for the timer to be checked // after last initialization ? BOOL beLockFps; // is locked on FPS ? double initTime; // initial time double timeInv; // system ticks for one frame double nxtTime; // next checking time void (*timer)(int); // timer's callback double resetTime; // reset time } TIMERs, *TIMERptr; 58 Implement the Timer (2/6) /*---------------------------------------------------------------------initialize a timer and bind a user-defined timer callback ------------------------------------------------------------------------*/ void FyBindTimer(DWORD id, float fps, void (*fun)(int), BOOL beLock) { if (id < 0 || id >= MAXTIMERS) return; /* assign the timer's callback */ fyTimer[id].timer = fun; /* set lock-to-fps flag */ fyTimer[id].beLockFps = beLock; /* calculate the ticks for one frame */ fyTimer[id].timeInv = (double) (fyFreq) / (double) fps; fyTimer[id].be1st = TRUE; fyTimer[id].beAble = TRUE; } 59 Implement the Timer (3/6) /*-----------------------------------get current system clock tick --------------------------------------*/ double FYGetCurrentSystemTick() { LARGE_INTEGER timeCount; /* get current tick */ QueryPerformanceCounter(&timeCount); return (double) timeCount.QuadPart; } /* // get the system ticks for one second QueryPerformanceFrequency(&timeFreq); fyFreq = timeFreq.LowPart; */ 60 Implement the Timer (4/6) /*-----------------------------------------------------------invoke the TheFly3D system to handle the timers --------------------------------------------------------------*/ void FyInvokeTheFly(BOOL beTimer) { MSG msg; if (fyBeQuit) return; while (!fyBeQuit) { // check window's messages while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) fyBeQuit = TRUE; TranslateMessage(&msg); DispatchMessage(&msg); } // check the timer if (beTimer && fyBeTimer) FYInvokeTimer(); } } 61 Implement the Timer (5/6) /*--------------------check all timers ----------------------*/ void FYInvokeTimer() { int i, skipS; double dTime; // get current time dTime = FYGetCurrentSystemTick(); for (i = 0; i < MAXTIMERS; i++) { if (fyTimer[i].beAble && fyTimer[i].timer != NULL) { // for the first time ..... if (fyTimer[i].be1st) { // initialize the timer fyTimer[i].be1st = FALSE; fyTimer[i].initTime = dTime; fyTimer[i].nxtTime = dTime + fyTimer[i].timeInv; (*(fyTimer[i].timer))(1); } 62 Implement the Timer (6/6) else { if (fyTimer[i].beLockFps) { if (dTime >= fyTimer[i].nxtTime) { // calculate skip frames skipS = (int)((dTime - fyTimer[i].nxtTime) / (double)fyTimer[i].timeInv) + 1; // get next checking time fyTimer[i].nxtTime += (double) (skipS * fyTimer[i].timeInv); // check some abnormal conditions ... // invoke the timer callback (*(fyTimer[i].timer))(skipS); } } else { (*(fyTimer[i].timer))(1); } } } } } 63 Game Loop (1/2) Single player Loop Check game over y Exit the loop n Peek player input Implement timer callback Rendering 64 Game Loop (2/2) Network client Loop y Check game over Exit n Peek user input Receive messages From network Timer callbacks Send messages To network Rendering 65 Jobs in Regular (In Timers) Check “Win/Lose” Check “Quit” Make objects moving … Play character’s motion to the next frame Play animation to the next frame Models Textures … Perform game logic calculation Perform geometry associated calculation i.e. LOD Perform AI “Thinking” Perform collision detection Perform the 3D rendering Play FX … 66 Jobs By Request Mouse Input Keyboard Input Hotkey Typing Gamepad Press/release the mouse button Drag Double-click Move Same behavior as the hotkey Except looking not like the keyboard Network System … 67 4th TheFly3D Game Engine 68 The Main Program void main(int argc, char **argv) { // create the game world & 3D scene ... // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); ... // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, EndPivot, NULL); ... // bind a timer for rendering, frame rate = 60 fps FyBindTimer(0, 60.0f, RenderIt, TRUE); // bind a timer for game AI, frame rate = 30 fps FyBindTimer(1, 30.0f, GameAI, TRUE); // invoke the system FyInvokeTheFly(TRUE); } 69 Hotkey Callback //------------------// quit the game //------------------void QuitGame(WORLDid gID, BYTE code, BOOL value) { if (code == FY_ESCAPE) { if (value) { FyWin32EndWorld(gID); } } } 70 Mouse Callback /*----------------------------------------initialize the pivot of the camera ------------------------------------------*/ void InitPivot(WORLDid g, int x, int y) { oldX = x; oldY = y; } /*-----------------pivot the camera -------------------*/ void PivotCam(WORLDid g, int x, int y) { FnModel model; if (x != oldX) { model.Object(cID); model.Rotate(Z_AXIS, (float) (x - oldX), GLOBAL); oldX = x; } if (y != oldY) { model.Object(cID); model.Rotate(X_AXIS, (float) (y - oldY), GLOBAL); oldY = y; } } 71 The Timer Callback //---------------------------------------------------------------------------------------// Render callback which will be invoked by TheFly3D every 1/60 second //---------------------------------------------------------------------------------------void RenderIt(int skip) { FnViewport vp; FnWorld gw; // render the scene vp.Object(vID); vp.Render(cID, TRUE, TRUE); // perform double-buffering gw.Object(gID); gw.SwapBuffers(); } 72 Introduction to TheFly3D A real-time 3D graphics programming library Using C++ Cross-platform An API for 3D graphics developers Provide a fundamental scene management system Scene tree Built-in visibility culling According to the experiences from the author, some game development features are added. DirectX9.0c OpenGL 1.5 Characters Terrain system … Current version 0.8a1 (0920, 2005) Shader has been added in D3D version 73 TheFly3D in A Chart Game NPC System Virtual Agent Trading System Combat System FX System Terrain Character Dynamics Sound FX Collision 3D Scene Mngmt 3D Graphics API 2D Sprite Game AI Story Gamepad 2D API Hardware Script System UI Audio Network Input Device OS API Game Play Layer Engine Layer System Layer Developing Developed 74 Development Environment .NET2003 Visual C++ 7.1 DirectX9.0c SDK (Dec, 2004) Two include files : (must!) TheFly.h TheFlyWin32.h (Win32 version + D3D) Linked libraries (API version) TheFlyLibD_08_01.lib d3d9.lib d3dx9.lib dsound.lib dxguid.lib winmm.lib 75 Create the Visual C++ Project for “TheFly3D” Create folders for TheFly3D API …\include …\lib New a Win32 application project Set the additional include/library directories to TheFly3D API Add DirectX 9.0 SDK’s include/lib to additional search directories Add d3d9.lib d3dx9.lib dsound.lib dxguid.lib winmm.lib to additional dependencies Add TheFly.h, TheFlyWin32.h, TheFly3DLibD_xxxx.lib into the project 76 The 1st TheFly3D Program – hello.cpp Create Create Create Create a 3D world a viewport a scene 3D entities A camera A teapot model A light source Translate the camera to show the model Bind callbacks to make the program interactive 77 Demo - Hello Do it! 78 The Basics to Write TheFly3D Program All Win32 code is transparent. void main(int argc, char *argv[]) All Win32 & DirectX code are hidden within the engine. ID & Function class TheFly3D creates the objects for you. Return the object ID TheFly3D owns the objects. You have the right to handle the objects. Use function classes No internal data structure & functions revealed // create a viewport vID = gw.CreateViewport(ox, oy, ww, hh); FnViewport vp; vp.Object(vID); vp.SetBackgroundColor(0.3f, 0.3f, 0.0f); 79 Initialize TheFly3D In general the 1st function to use TheFly3D is : FyWin32CreateWorld() After the calling successfully, you can get the non-zero ID (WORLDid) of a world object. Assign the ID to a world function class object for manipulating the world. // create a new world WORLDid gID = FyWin32CreateWorld(“Tester", 0, 0, 800, 600, 16, FALSE); FnWorld gw; gw.Object(gID); gw.SetTexturePath("Data\\textures"); 80 The World in TheFly3D A world is a set of graphics layers where the 3D objects acts on. A World 3D Graphics Layers Frame Buffers (front + back) 81 The 3D Graphics Layer A 3D graphics layer is a projection of the rendering of a 3D view. The set of the 3D objects in the view : We call it the “Scene”. The projection we call the “Viewport” Backdrop Lights Camera 3D Models Board A 3D Scene 82 The Viewports & Scenes TheFly3D supports the multiple viewports. A scene can be rendered on different viewports. Viewports & scenes are created by the world object. // create a new world WORLDid gID; gID = FyWin32CreateWorld(Tester", 0, 0, 800, 600, 16, FALSE); FnWorld world; world.Object(gID); SCENEid sID = world.CreateScene(); VIEWPORTid vID = world.CreateViewport(0, 0, 400, 300); world.DeleteScene(sID); world.DeleteViewport(vID); 83 The Scene A scene is not a “real” 3D object, just a “set” of 3D objects. A scene provides multiple rendering groups to handle the priority sorting for the rendering of 3D objects. There are three object lists within a rendering group. Invisible list Opacity list Semi-transparent list The objects are rendered by the order of rendering groups. In the same rendering group, the opaque objects are rendered first. And the semi-transparent objects are sorted and rendered from far to near… 84 The 3D Entities – Objects A 3D scene is constructed by a set of “objects” which are the basic entities in a scene. An object is a carrier to carry real 3D data including : Model geometry Camera data Lighting data Terrain data Particle emitters Forces Audio Objects are created/deleted by its host scene. Objects can be switched between scenes. Objects should be assigned to a rendering group. 85 The Objects Can … Can Can Can Can Can Can Can have shapes (geometric data) be grouped (hierarchy) move (transformation) look alike (clone or data sharing) perform (animation or deformation) be affected (lighted, listened) be changed dynamically (modification) 86 A Scene Object Hierarchy Parent Object Parameters Etc Transformation Move Animation Motion Data Shape Geometric Data Clone 87 A Model Object An object to carry a set of geometry data is a model object You can load the model data from files. TheFly3D loads .cw3 model files in default. // create 3D entities nID = scene.CreateObject(ROOT); FnObject model; model.Object(nID); // load a teapot model.Load("Teapot.cw3"); 88 TheFly3D Scene Tree A tree-based representation Simplified scene graph Root 89 TheFly3D Scene Tree Is Simplified Scene Graph A tree-based representation Simplified scene graph Root 90 Object Hierarchy nID = scene.CreateObject(ROOT); cID = scene.CreateCamera(ROOT); FnObject model; model.Object(nID); model.SetParent(cID); cID nID 91 Clone a Model Object OBJECTid nID = scene.CreateObject(ROOT); FnObject model; model.Object(nID); OBJECTid nID1 = model.Instance(); nID nID1 Data instance 92 TheFly3D Major Model Object Functions (1/2) void model.SetParent(parent_object_ID); void model.Show(be_show); void model.SetOpacity(opacity); void model.SetRenderMode(mode); mode = WIREFRAME or TEXTURE OBJECTid clonedID = model.Instance(); void model.ChangeScene(sID); BOOL model.Load(char *file); opacity = 0.0 – 1.0 Load a .cw3 model file to a model object void model.ShowBoundingBox(beShow); void model.Translate(x, y, z, op); 93 TheFly3D Major Model Object Functions (2/2) model.SetRenderOption(item, value); (item, value) = (Z_BUFFER, TRUE/FALSE) (Z_BUFFER_WRITE, TRUE/FALSE) (ALPHA, TRUE/FALSE) Add/remove the model to/from alpha sorting list (FOG, TRUE/FALSE) (SPECULAR, TRUE/FALSE) (LIGHTING, TRUE/FALSE) (ANTIALIASING, TRUE, FALSE) (SOURCE_BLEND_MODE BLEND_ZERO / BLEND_ONE / BLEND_SRC_COLOR / BLEND_INV_SRC_COLOR / BLEND_SRC_ALPHA / BLEND_INV_SRC_ALPHA / BLEND_DEST_ALPHA / BLEND_INV_DEST_ALPHA / BLEND_DEST_COLOR / BLEND_INV_DEST_COLOR / BLEND_SRC_ALPHA_SAT / BLEND_BOTH_SRC_ALPHA / BLEND_BOTH_INV_SRC_ALPHA) (DESTINATION_BLEND_MODE values are same as the SOURCE_BLEND_MODE) 94 Coordinate System Every model should have its own local coordinate system. To its parent model, it is in the global space. Local space Model space The space when it’s modeled Global space The space for reference World space The global space of the “Root” z Z Y X y x 95 Transformation Three basic linear transformations used in TheFly3D. Translate Rotate Scale Principles : Right-handed rule v’ = v M0 M1 Matrix in 12-element (I call the M12) Rotation matrix Translation vector a0 a3 a6 a9 a1 a2 0 a4 a5 0 a7 a8 0 a10 a11 1 96 Translation model.Translate(dx, dy, dz, op); x’ = x + dx y’ = y + dy z’ = z + dz T = 1 0 0 dx 0 1 0 dy (dx dy dz) 0 0 1 dz 97 Rotation i.e. rotate with z axis model.Rotate(Z_AXIS, 30.0f, op); x’ = x cosq – y sinq y’ = x sinq + y cosq z’ = z Rz = cosq -sinq 0 0 sinq cosq 0 0 0 0 1 0 z y x 98 Scaling model.Scale(sx, sy, sz, op); x’ = x * sx y’ = y * sy z’ = z * sz T = sx 0 0 0 0 sy 0 0 0 0 sz 0 99 Matrix Operations Matrix operation Z REPLACE, LOCAL, GLOBAL Y op = LOCAL X op = REPLACE [ML] [M] [MG] z x y op = GLOBAL Object Transformation Matrix 100 TheFly3D Model Transformation Functions model.Translate(x, y, z, op); model.Rotate(axis, angle, op); w : the scalar part of the quaternion x, y, z : the vector part of the quaternion The quaternion should be a unit quaternion op = LOCAL, GLOBAL, or REPLACE model.SetMatrix(M12, op); op = LOCAL, GLOBAL, or REPLACE model.Quaternion(w, x, y, z, op); op = LOCAL, GLOBAL, or REPLACE axis = X_AXIS, Y_AXIS, Z_AXIS model.Scale(sx, sy, sz, op); op = LOCAL, GLOBAL, or REPLACE M12 : an M12 matrix op = LOCAL, GLOBAL, or REPLACE float *model.GetMatrix(); Get the pointer of the model object’s matrix 101 Transformations vs Movements Transformation is the term used in computer graphics but not friendly for games. We use movements to control the 3D objects moving around in the scene. Move forward Move right Move up Turn right Turn left … Turn right / left Move up Move right Move forward 102 Facing Direction and Up Direction Each object is modeled with a facing direction and up direction “visually” In TheFly3D, we use –y axis as the default facing direction for a model, z axis as the default up direction But for a camera : -z axis is the facing direction y axis is the up direction z y x z up + facing to -y 103 Move Forward (1/2) new position = old position + distance *(facing direction in unit) 104 Move Forward (2/2) The object has a local coordinate system. Align a local axis of the object with the facing direction Make a translation to move the object align the local axis Apply the matrix first before to apply the existing transformations (op = LOCAL) Then the object is moving forward! FnObject model; model.Object(nID); model.Translate(0.0f, -dist, 0.0f, LOCAL); // facing to -y 105 Turn Right/Left (1/2) An example : (rotate with an arbitrary axis) -1 -1 -1 M = T1 * R1 * R2 * Rx(angle) * R2 * R1 * T1 T1 = / 1 0 0 0 1 0 0 0 1 -x -y -z 0 0 0 1 / R1 = / cs2 -sn2 0 0 -z sn2 cs2 0 0 0 0 1 0 0 0 0 1 / R2 = / cs1 0 -sn1 0 y 0 1 0 0 sn1 0 cs1 0 0 0 0 1 / Rx = / 1 0 0 0 0 cs sn 0 0 -sn cs 0 0 0 0 1 / 106 Turn Right/Left (2/2) The object has a local coordinate system Align a local axis of the object with the up direction Make a rotation matrix to turn the object along the local axis Apply the matrix first before to apply the existing transformations Then the object is turning ! FnObject model; model.Object(nID); model.Rotate(Z_AXIS, -angle, LOCAL); // turn right 107 Terrain A terrain is a place for 3D objects to walk on A terrain can be generated from a model file Neighboring triangles are the next searching target for current triangle for terrain following A terrain for terrain following is not the same as the terrain in visual 108 Generate Terrain in TheFly3D // create a terrain object tID = scene.CreateTerrain(); FnTerrain t; t.Object(tID); // load a terrain model (just like a regular object) // but a terrain is invisible in default t.Load("test_terrain_following.cw3"); // generate the neighboring data for terrain following // otherwise, the terrain model is for visual only t.GenerateTerrainData(); 109 Put a Model on Terrain Using TheFly3D // if tID is the terrain object (OBJECTid) // load a model OBJECTid nID = scene.CreateObject(ROOT); FnObject obj; obj.Object(nID); // put the model on terrain float pos[3]; pos[0] = x; pos[1] = y; pos[2] = 10000.0f; // should be higher than the terrain! obj.SetPosition(pos); obj.PutOnTerrain(tID, be3D, offset, rangeF, rangeB, angle); 110 Terrain Following Terrain Following (3D) offset Terrain Following (2D) offset 111 Probe for a Model on Terrain probeBack probeFront : terrain following check point 112 TheFly3D Model Movement Functions (1/3) void model.GetPosition(pos) void model.GetDirection(faceDir, upDir) The position is related to its parent object void model.SetDirection(faceDIr, upDir) If you just want to get one of the directions, just send NULL pointer to the one that you do not want to query void model.SetPosition(pos) pos is a 3D vector to get the position of the model object If you just want to set one of the directions, just send NULL pointer to the one that you do not want to set Void model.SetDirectionAlignment(fDAxis, uDAxis) You can change the local axes for facing and up directions 113 TheFly3D Model Movement Functions (2/3) BOOL model.PutOnTerrain(tID, be3D, offset, probeFront, probeBack, probeAngle, hightLimit) tID is a terrain object be3D = TRUE for 3D terrain following Offset is the height above the terrain hightLimit is the terrain following height limit Return TURE if you successfully put the model on a terrain int model.MoveForward(dist, beTerrainFollow, be3D, offset) If you just want to move the model forward but not on terrain, set beTerrainFollow to FALSE You should put a model on terrain first. Then you can move it forward on terrain. Return value : WALK (ok for moving) BOUNDARY (hit the terrain boundary) BLOCK (not implemented yet, for collision) DO_NOTHING (something wrong …) 114 TheFly3D Model Movement Functions (3/3) int MoveRight(dist, beTerrainFollow, be3D, offset) void model.TurnRight(float angle) Same as the MoveForward except moving in right-hand direction Angle is in degree format int model.GetCurrentTerrainTriangle() Get current triangle ID in terrain, where the model is standing 115 A Character 116 Character with motion 117 Introduction to Characters The characters are the actors of the games. Three types of characters implemented in games : Segmented Mesh Bone-skin Root-base concept Production : 3D animation tools Motion capture (MoCap) For motion data Base 118 A Segmented Character A character is composed by a set of models with motion data to simulate a live creature in real world Benefits Hierarchical structure Easy to implement in a scene tree Drawbacks Segment-like 119 The scene tree of a segmented character : head up arm hand body fore arm groin Base thigh groin foot shin body head thigh_r thigh_l up_arm_r shin_r up_arm_l shin_l fore_arm_l hand_l fore_arm_r hand_r foot_r foot_l 120 A Mesh Character Vertex animation on skins Benefits Animated positional data on skins 3D warping Easy to implement Flexible mesh in animation Drawbacks No hierarchy Each frame is independent. Massive dataset 121 A Bone-skin Character Bone-skin skeleton Hierarchical bones Skin deformation run-timely Benefits Bone A Hierarchical structure Not segmented look Drawbacks More complicated than the other solutions Skin deformation need more CPU cost than transformation only Skin Bone B 122 Motion Production – by 3D Animation Tools (1/2) Keyframe system 3ds MAX Softimage Maya 123 Motion Production – by 3D Animation Tools (2/2) Low cost (relatively) Easy to combine animations Hand-made animations Hard to make “good” motions Long production time 124 Motion Production – by Motion Capture (1/2) Motion Capture “MoCap” in short Types : Optical Magnetic ... 125 Motion Production – by Motion Capture (2/2) Expensive solution Every frame is a keyframe Very live motion Noise ! Need post-processing for games Hardware and software Patching the data Re-keyframing Cleaning noise Re-targeting Hard to combine motions 126 The Root-Base Concept (1/2) Use root-base structure to construct the character Base Root (groin) Base 127 The Root-Base Concept (2/2) A character has some models to be the geometry roots of the character system. The root plays as the gravity center of the character. The root can be translated and rotated. The others are joints. The joints can rotate only. A ghost object is added to be the parent of the root, which is the base of the character. The base is the center for the character’s movement. We move the base to perform character’s moves. 128 Motion Data - Pose A set of frames to describe a character’s motion For examples : Walk, run, attack, … Keyframed or non-keyframed Motion data in Position (pivot) + quaternion Position (pivot) + Euler angles Position (pivot) + (q, n) Matrix walk run attack fall 129 Load a Character FnScene scene; CHARACTERid actorID; .cwc is a character description file. scene.Object(sceneID); actorID = scene.LoadCharacter(“fm.cwc"); 130 Play a Pose BLENDTREEid btID = actor.GetBlendTree(); FnBlendTree bt; bt.Object(btID); // the 2nd motion definition BLENDNODEid aaaID; aaaID = bt.CreateAnimationNode(2); // start to play a pose (1st time) actor.PlayBlendNode(aaaID, (float) 0, START, TRUE); // continue to play a pose actor.PlayBlendNode(CURRENT, (float) skip, LOOP, TRUE); 131 Make a Character to Move Forward FnCharacter actor; // play walking pose actor.Object(actorID); actor.PlayBlendNode(CURRENT, (float) skip, LOOP, TRUE); // move it forward actor.MoveForward(dist, beTF, be3D, offset); 132 TheFly3D Character Movement Functions (1/2) void actor.GetPosition(pos) void actor.GetDirection(faceDir, upDir) The position is related to its parent object void actor.SetDirection(faceDIr, upDir) If you just want to get one of the directions, just send NULL pointer to the one that you do not want to query void actor.SetPosition(pos) pos is a 3D vector to get the position of the character If you just want to set one of the directions, just send NULL pointer to the one that you do not want to set BOOL actor.PutOnTerrain(tID, be3D, offset, probeFront, probeBack, probeAngle, hightLimit) tID is a terrain object be3D = TRUE for 3D terrain following Offset is the height above the terrain hightLimit is the terrain following height limit Return TURE if you successfully put the character on a terrain 133 TheFly3D Character Movement Functions (2/2) void actor.MoveForward(dist, beTF, be3D, offset) If you just want to move the character forward but not on terrain, set beTF to FALSE You should put a character on terrain first. Then you can move it forward on terrain. A character is always using his local -y-axis as facing direction void actor.TurnRight(float angle) Angle is in degree A character is always using his local z-axis as up direction 134 TheFly3D Character Functions OBJECTid actor.GetBaseObject() OBJECTid actor.GetObjectByName(name) The function is to play the motion for a specific frame Set beIncludeBase = TRUE to play the base object’s motion BLENDTREEid actor.GetBlendTree() You can get the each model part of the character by its name in character file For a bone-skin character, this function can get the bones in the skeleton BOOL actor.PlayFrame(frame, beIncludeBase) You can get the base object of the character Get the character’s blend tree data You can define all poses in a blend tree (blend nodes) float actor.PlayBlendNode(btNodeID, skipFrame, mode, beIncludeBase) All poses for a character is defined as a blend node Skip frames can be floating-point Mode can be ONCE or LOOP! 135 5th Game Mathematics 136 Essential Mathematics for Game Development Matrices Vectors Fixed-point Real Numbers Triangle Mathematics Intersection Issues Euler Angles Angular Displacement Quaternion Differential Equation Basics 137 Matrices (1/7) Matrix basics Definition A = (aij) = C = A C = A + B a11 .. a1n . . . . am1 .. amn Transpose T cij = aji Addition cij = aij + bij 138 Matrices (2/7) Scalar-matrix multiplication C = aA cij = aaij Matrix-matrix multiplication C = A B cij r = Saikbkj k = 1 139 Matrices (3/7) Transformations in Matrix form A point or a vector is a row matrix (de facto convention) V = [x y z] Using matrix notation, a point V is transformed under translation, scaling and rotation as : V’ = V + D V’ = VS V’ = VR where D is a translation vector and S and R are scaling and rotation matrices 140 Matrices (4/7) To make translation be a linear transformation, we introduce the homogeneous coordinate system V (x, y, z, w) , where w is always 1 Translation Transformation x’ = x + Tx y’ = y + Ty z’ = z + Tz [x’ y’ z’ 1] = [x y z 1] V’ = VT 1 0 0 Tx 0 0 1 0 0 1 Ty Tz 0 0 0 1 = [x y z 1] T 141 Matrices (5/7) Scaling Transformation x’ = xSx y’ = ySy z’ = zSz V’ = VS Sx [x’ y’ z’ 1] = [x y z 1] 0 0 0 0 Sy 0 0 0 0 Sz 0 0 0 0 1 = [x y z 1] S Here Sx, Sy and Sz are scaling factors. 142 Matrices (6/7) Rotation Transformations Rx Ry Rz = 1 0 0 0 cosq sinq 0 -sinq cosq 0 0 0 0 0 0 1 = cosq 0 sinq 0 0 -sinq 1 0 0 cosq 0 0 0 0 0 1 = cosq sinq 0 -sinq cosq 0 0 0 1 0 0 0 0 0 0 1 143 Matrices (7/7) Net Transformation matrix [x’ y’ z’ 1] = [x y z 1] M1 and [x” y” z” 1] = [x’ y’ z’ 1] M2 then the transformation matrices can be concatenated M3 = M1 M2 and [x” y” z” 1] = [x y z 1] M3 Matrix multiplication are not commutative M1 M2 = M2 M1 144 Vectors (1/5) A vector is an entity that possesses magnitude and direction. A 3D vector is a triple : V = (v1, v2, v3), where each component vi is a scalar. A ray (directed line segment), that possesses position, magnitude and direction. (x1,y1,z1) V = (x2-x1, y2-y1, z2-z1) (x2,y2,z2) 145 Vectors (2/5) Addition of vectors X = V + W = (x1, y1, z1) = (v1 + w1, v2 + w2, v3 + w3) W V + W W V V + W V Length of vectors |V| = (v12 + v22 + v32)1/2 U = V / |V| 146 Vectors (3/5) Cross product of vectors Definition X = V X W = (v2w3-v3w2)i + (v3w1-v1w3)j + (v1w2-v2w1)k where i, j and k are standard unit vectors : i = (1, 0, 0), j = (0, 1, 0), k = (0, 0, 1) Application A normal vector to a polygon is calculated from 3 (noncollinear) vertices of the polygon. Np V2 polygon defined by 4 points Np = V1 X V2 V1 147 Vectors (4/5) Transformation of the normal vectors N(X) = detJ J-1T N(x) where X = F(x) dF(x) J the Jacobian matrix, Ji(x) = dxi "Global and Local Deformations of Solid Primitives" Alan H. Barr Computer Graphics Volume 18, Number 3 July 1984 148 Vectors (5/5) Dot product of vectors Definition |X| = V . W = v1w1 + v2w2 + v3w3 Application V q cosq = W V . W |V||W| 149 Fixed Point Arithmetics (1/2) Fixed point arithmetics : n bits (signed) integer Example : N = 16 gives range –32768 ă 32767 We can use fixed scale to get the decimals. a = ă / 28 8 integer bits 11 1 8 fractional bits ă = 315, a = 1.2305 150 Fixed Point Arithmetics (2/2) Multiplication then requires rescaling e = a. c = ă / 2 8 . ĉ / 2 8 ĕ = (ă . ĉ) / 28 Addition just like normal e = a+c = ă / 28 + ĉ / 28 ĕ=ă+ĉ 151 Fixed Point Arithmetics - Application Compression for floating-point real numbers 4 bytes reduced to 2 bytes Lost some accuracy but affordable Network data transfer Software 3D rendering (without hardware-assistant) 152 Triangular Coordinate System ha (xa,ya,za) Ac p hb h (xb,yb,zb) Ab Aa hc (x ,y ,z ) c h= Aa A ha + Ab A hb + c Ac A c hc where A = Aa + Ab + Ac If (Aa < 0 || Ab < 0 || Ac < 0) than the point is outside the triangle “Triangular Coordinate System” 153 Triangle Area – 2D Area of a triangle in 2D A=½ xa ya xb yb xc yc xa ya = ½ (xa*yb + xb*yc + xc*ya – xb*ya – xc*yb – xa*yc) (xa,ya,za) (xb,yb,zb) (xc,yc,zc) 154 Triangle Area – 3D Area of a triangle in 3D A = ½ (N. Sum(Pi1 cross Pi2)) where (i1, i2) = (a,b), (b,c), (c,a) float GmArea3(float *x0, float *x1, float *x2, float *n) { float area, len, sum1, sum2, sum0; len = (float) sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]) * 2.0f; /* find sum of cross products */ sum0 = x1[1] * (-x0[2] + x2[2]) + x2[1] * (-x1[2] + x0[2]) + x0[1] * (-x2[2] + x1[2]); sum1 = x1[2] * (-x0[0] + x2[0]) + x2[2] * (-x1[0] + x0[0]) + x0[2] * (-x2[0] + x1[0]); sum2 = x1[0] * (-x0[1] + x2[1]) + x2[0] * (-x1[1] + x0[1]) + x0[0] * (-x2[1] + x1[1]); /* find the area */ return = (sum0 * n[0] + sum1 * n[1] + sum2 * n[2]) / len; } 155 Triangular Coordinate System - Application Terrain following Hit test Intersection of a ray from camera to a screen position with a triangle Ray cast Interpolating the height of arbitrary point within the triangle Intersection of a ray with a triangle Collision detection Intersection 156 Intersection Ray cast Containment test 157 Ray Cast – The Ray Cast a ray to calculate the intersection of the ray with models Use parametric equation for a ray { x = x0 + (x1 – x0) t y = y0 + (y1 – y0) t, z = z0 + (z1 – z0) t t = 0, 8 When t = 0, the ray is on the start point (x0,y0,z0) Only the t 0 is the answer candidate The smallest positive t is the answer 158 Ray Cast – The Plane Each triangle in the 3D models has its plane equation. Use ax + by + cz + d = 0 as the plane equation. (a, b, c) is the plane normal vector. |d| is the distance of the plane to origin. Substitute the ray equation into the plane. Solve the t to find the intersect point. Check the intersect point within the triangle or not by using “Triangle Area Test” (p. 155) 159 2D Containment Test Intersection = 1, inside Intersection = 2, outside (x0, y0) Intersection = 0, outside Trick : Parametric equation for a ray which is parallel to the x-axis { x = x0 + t y = y0 , t = 0, 8 “if the No. of intersection is odd, the point is inside, otherwise, is outside” 160 3D Containment Test Same as the 2D containment test “if the No. of intersection is odd, the point is inside, otherwise, is outside” 161 Euler Angles A rotation is described as a sequence of rotations about three mutually orthogonal coordinates axes fixed in space X-roll, Y-roll, Z-roll R(q1, q2, q3) represents an x-roll, followed by y-roll, followed by z-roll R(q1, q2, q3) = c 2c 3 c 2s 3 s1s2c3-c1s3 s1s2s3+c1c3 c1s2c3+s1s3 c1s2s3-s1c3 0 0 where si = sinqi and ci = cosqi -s2 s 1c 2 c 1c 2 0 0 0 0 1 There are 6 possible ways to define a rotation. 3! 162 Euler Angles & Interpolation Interpolation happening on each angle Multiple routes for interpolation More keys for constrains R z z y x y x R 163 Angular Displacement R(q, n), n is the rotation axis. rv q r r Rr rh V = nxrv = nxr n n rv V rh = (n.r)n rv = r - (n.r)n , rotate into position Rrv q V Rrv Rrv = (cosq)rv + (sinq)V -> Rr = Rrh + Rrv = rh + (cosq)rv + (sinq)V = (n.r)n + (cosq) (r - (n.r)n) + (sinq) nxr = (cosq)r + (1-cosq) n (n.r) + (sinq) nxr 164 Quaternion Sir William Hamilton (1843) From Complex numbers (a + ib), i 2 = -1 16,October, 1843, Broome Bridge in Dublin 1 real + 3 imaginary = 1 quaternion q = a + bi + cj + dk i2 = j2 = k2 = -1 ij = k & ji = -k, cyclic permutation i-j-k-i q = (s, v), where (s, v) = s + vxi + vyj + vzk 165 Quaternion Algebra q1 = (s1, v1) and q2 = (s2, v2) q3 = q1q2 = (s1s2 - v1.v2 , s1v2 + s2v1 + v1xv2) Noncommutative Conjugate of q = (s, v), q = (s, -v) qq = s2 + |v|2 = |q|2 A unit quaternion q = (s, v), where qq = 1 A pure quaternion p = (0, v) 166 Quaternion VS Angular Displacement Take a pure quaternion p = (0, r) and a unit quaternion q = (s, v) where qq = 1 and define Rq(p) = qpq-1 where q-1 = q for a unit quaternion Rq(p) = (0, (s2 - v.v)r + 2v(v.r) + 2svxr) Let q = (cosq, sinq n), |n| = 1 Rq(p) = (0, (cos2q - sin2q)r + 2sin2q n(n.r) + 2cosqsinq nxr) = (0, cos2qr + (1 - cos2q)n(n.r) + sin2q nxr) Conclusion : The act of rotating a vector r by an angular displacement (q, n) is the same as taking this displacement, ‘lifting’ it into quaternion space, by using a unit quaternion (cos(q/2), sin(q/2)n) 167 Quaternion VS Rotation Matrix q = (w,x,y,z) 1-2y2-2z2 2xy-2wz 2xz+2wy 2xy+2wz 1-2x2-2z2 2yz-2wx 2xz-2wy 2yz+2wx 1-2x2-2y2 0 0 0 0 0 0 1 168 float tr, s; tr = m[0] + m[4] + m[8]; if (tr > 0.0f) { s = (float) sqrt(tr + 1.0f); q->w = s/2.0f; s = 0.5f/s; q->x = (m[7] - m[5])*s; q->y = (m[2] - m[6])*s; q->z = (m[3] - m[1])*s; M0 M1 M2 0 M3 M4 M5 0 M6 M7 M8 0 0 0 0 1 } else { float qq[4]; int i, j, k; int nxt[3] = {1, 2, 0}; i = 0; if (m[4] > m[0]) i = 1; if (m[8] > m[i*3+i]) i = 2; j = nxt[i]; k = nxt[j]; s = (float) sqrt((m[i*3+i] - (m[j*3+j] + m[k*3+k])) + 1.0f); qq[i] = s*0.5f; if (s != 0.0f) s = 0.5f/s; qq[3] = (m[j+k*3] - m[k+j*3])*s; qq[j] = (m[i+j*3] + m[j+i*3])*s; qq[k] = (m[i+k*3] + m[k+i*3])*s; q->w = qq[3]; q->x = qq[0]; q->y = qq[1]; q->z = qq[2]; } 169 Quaternion Interpolation Spherical linear interpolation, slerp A P B t f slerp(q1, q2, t) = q1 sin((1 - t)f) sinf + q2 sin(tf) sinf 170 Differential Equation Basics Initial value problems ODE Ordinary differential equation Numerical solutions Euler’s method The midpoint method 171 Initial Value Problems An ODE . x = f (x, t) where f is a known function . x is the state of the system, x is the x’s time derivative . x & x are vectors x(t0) = x0, initial condition Vector field Solutions Symbolic solution Numerical solution Start here Follow the vectors … 172 Euler’s Method x(t + Dt) = x(t) + Dt f(x, t) A numerical solution Discrete time steps starting with initial value Simple but not accurate A simplification from Tayler series Bigger steps, bigger errors O(Dt2) errors Can be unstable Not even efficient 173 The Midpoint Method Error term . .. 2 Concept : x(t0 + h) = x(t0) + h x(t0) + h /2 x(t0) + O(h3) Result : x(t0+h) = x(t0) + h(f(x0 + h/2 f(x0)) Method : a. Compute an Euler step Dx = Dt f(x, t) b. Evaluate f at the midpoint fmid = f((x+Dx)/2, (t+Dt)/2) c. Take a step using the midpoint x(t+Dt) = x(t) + Dt fmid c b a 174 The Runge-Kutta Method Midpoint = Runge-Kutta method of order 2 Runge-Kutta method of order 4 O(h5) k1 k2 k3 k4 = = = = h h h h f(x0, t0) f(x0 + k1/2, t0 + h/2) f(x0 + k2/2, t0 + h/2) f(x0 + k3, t0 + h) x(t0+h) = x0 + 1/6 k1 + 1/3 k2 + 1/3 k3 + 1/6 k4 175 Initial Value Problems - Application Dynamics Particle system Game FX system Fluid simulation 176 6th Game Geometry 177 Game Models Geometry Topology Primitive Lines / triangles / surfaces / … Property Position vertex normals vertex colors texture coordinates Tangent / Bi-normal Materials Textures Motion Hierarchy Level-of-detail 178 Geometry Data Vertex position Vertex normal N (u1, v1), (u2, v2), … T Skin weights (r, g, b) or (diffuse, specular) Texture coordinates on vertex (nx, ny, nz) Vertex color (x, y, z, w) In model space or screen space (bone1, w1, bone2, w2, …) Bn Tangent and bi-normal 179 Topology Data Lines Indexed triangles Triangle strips / fans Surfaces Line segments Polyline Open / closed Non-uniform Rational B Spline (NURBS) Subdivision 180 Indexed Triangles Geometric data Vertex data v0, v1, v2, v3, … (x, y, z, nx, ny, nz, tu, tv) or (x, y, z, cr, cg, cb, tu, tv, …) polygon normal Topology Face v0 v3 v6 v7 Edge table v0 vertex normal v7 v3 v6 Right-hand rule for index 181 Triangle Strips v0 v2 v6 v4 T0 T4 T2 T1 T5 T3 v5 v1 v7 v3 v0 , v1 , v2 , v3 , v4 , v5 , v6 , v7 “Get great performance to use triangle strips for rendering on current hardware 182 Property on Surface Material Textures Shaders 183 Materials Material Ambient Environment Non-lighted area Diffuse Dynamic lighting Emissive Self-lighting Specular with shineness Hi-light View-dependent Not good for hardware rendering Local illumination 184 Textures Textures Single texture Texture coordinate animation Texture animation Multiple textures Alphamap Lightmap Base color texture Material or vertex colors 185 Shaders Programmable shading language Vertex shader Pixel shader Procedural way to implement some process of rendering Transformation Lighting Texturing BRDF Rasterization Pixel fill-in Post-processing for rendering 186 Shader Pipeline Vertex Data Topology Data Classic Transform & Lighting Vertex Shader Geometry Stage Clipping & Viewport Mapping Texturing Pixel Shader Fog Rasterizer Stage Alpha, Stencil, Depth Testing 187 Powered by Shader Per-pixel lighting Motion blur Volume / Height fog Volume lines Depth of field Fur rendering Reflection / Refraction NPR Shadow Linear algebra operators Perlin noise Quaternion Sparse matrix solvers Skin bone deformation Normal map Displacement map Particle shader Procedural Morphing Water Simulation 188 Motion Data Time-dependent data Transformation data Position Orientation Formats Pivot Position vector Quaternion Eurler angles Angular displacement 189 Level-of-detail Discrete LOD Continuous LOD Switch multiple resolution models run-timely Use progressive mesh to dynamically reduce the rendered polygons View-dependent LOD Basically for terrain 190 Progressive Mesh Render a model in different Level-of-Detail at run time User-controlledly or automatically change the percentage of rendered vertices Use collapse map to control the simplification process Collapse map Index 0 1 2 3 4 5 6 7 8 Map 0 1 1 2 3 0 4 5 6 Vertex list 0 1 2 3 4 5 6 7 8 Triangle list 0 2 5 0 1 2 3 5 8 0 6 0 4 191 View-dependent LOD for Terrain - ROAM Real-time Optimal Adapting Meshes (ROAM) Use height map Run-timely to re-construct the active (for rendering) geometric topology (re-mesh) to get an optimal mesh (polygon count) to improve the rendering performance Someone calls this technique as the view-dependent levelof-detail Very good for fly-simulation-like application 192 Level-of-detail Suggestion Apply progressive mesh for multi-resolution model generation Use in-game discrete LOD for performance tuning Why ? For modern game API / platform, dynamic vertex update is costly on performance Lock video memory stall CPU/GPU performance 193 Bounding Volume Bounding sphere Bounding cylinder Axis-aligned bounding box (AABB) Oriented bounding box (OBB) Discrete oriented polytope (k-DOP) Bounding Sphere Bounding Cylinder AABB k-DOP OBB 194 Bounding Volume - Application Collision detection Visibility culling Hit test Steering behavior In “Game AI” section 195 Application Example - Bounding Sphere B2 B1 D c2 c1 Bounding sphere B1(c1, r1), B2(c2, r2) If the distance between two bounding spheres is larger than the sum of radius of the spheres, than these two objects have no chance to collide. D > Sum(r1, r2) 196 Application Example - AABB Axis-aligned bounding box (AABB) Simplified calculation using axis-alignment feature But need run-timely to track the bounding box AABB 197 Application Example - OBB Oriented bounding box (OBB) Need intersection calculation using the transformed OBB geometric data 3D containment test Line intersection with plane OBB For games, 198 7th Terrain 199 Introduction Very game type oriented data Terrain Terrain following For visual purpose Ground / Building / Static models / Dynamic models For terrain following Polygon mesh Grids For path finding Polygon mesh Grids Make a 3D entity (character or model) walking on terrain Path finding Find a “shortest” path to walk before moving Will be taught in Game AI section. A* algorithm 200 Terrain Formats Grid Height map Procedural height map Using noise function to generate the height ROAM 2D Quadtree Real-time Optimally Adapting Meshes Triangular mesh Perlin Noise Procedurally generated Created by artists 201 Grid Map 2D grid map Rectangular or Hexagonal grids Attributes Height Walkable or not Texture pattern ID Step look terrain Application 2D games 3D games with god view 2D tile-based game terrain 202 Height Map Almost as same as 2D grid map but :" Height on grid vertex Only height is saved Regular grid Irregular grid but structured Top view Application As the base data structure for ROAM terrain Water simulation 203 ROAM Real-time optimally adapting mesh http://www.llnl.gov/graphics/ROAM/ Application Fly-simulation 204 Chunked LOD Terrain Use quad tree to construct the level-of-detail of terrain A quad tree for LOD 205 Triangular Mesh Possibly the most popular way for 3D games General Can be created by artists Multiple-layered terrain issue 206 Terrain Following Using Triangular Mesh Solve the terrain height for the object to stand on. Use the triangular coordinate system (p. 154) Find the next neighboring triangle Half-edge data structure 207 Half-edge (1/2) Create cohesive relationship between triangles using “half edge” Use half-edge table to search the neighboring triangles Edge = two halves 208 Half-edge (2/2) struct HE_edge { HE_vert* vert; // vertex at the end of the half-edge HE_edge* pair; // oppositely oriented adjacent half-edge HE_face* face; // face the half-edge borders HE_edge* next; // next half-edge around the face }; struct HE_vert { float x; float y; float z; HE_edge* edge; // one of the half-edges // emantating from the vertex }; struct HE_face { HE_edge* edge; // one of the half-edges bordering the face }; http://www.flipcode.com/tutorials/tut_halfedge.shtml 209 8th Character Motion 210 A Segmented Character A character is composed by a set of models with motion data to simulate a live creature in real world 211 A Mesh Character Vertex animation on skins Animated positional data on skins 3D warping 212 A Bone-skin Character Bone-Skin Skeleton Hierarchical bones Skin deformation run-timely Bone A Skin Bone B 213 Motion Data Euler angles Angular displacement Quaternion Can achieve the interpolation by “Slerp” But finally they will be converted into “matrix” 214 Optical Motion Capture Device Data acquired From skin to joint (Mocap) From joint to skeleton (Post-processing) From skeleton to skin (In-game) The shooting plan 215 Mocap Devices 216 Data Acquirement During the Mocap Raw Data (Positional Data) Bio-Data Joint End Point 217 Bone-skin Implementation In Game Skeletons Skin Bone-Skin Skeletons 218 Planning a Mocap Shoot Starting out – reviewing the animation list and flowchart 219 220 Creating a shot list Create a database File names Preliminary shot list A Data Record of Shot List 221 A Shoot List 222 Getting ready for the shoot When to Shoot ? Find a Studio Make Sure No Technical Blocks Casting Preparing a shooting schedule Organize the Shot List Daily Schedule Do You Need a Rehearsal Day ? Take care of your performer 223 A Daily Schedule 224 225 226 Apply Motion for Characters Apply motion data on bones (x,y,z,q,axis) A (q,axis) Joint = pivot(px,py,pz) in A B <v’> = <V> [RB][TB][RA][TA] From pivot From position 227 Motion Editing To create more animation from limited work Run-time or pre-processing Issues : Motion re-targeting Run-time Re-key-framing Pre-processing Interpolation between frames Run-time Motion blending Run-time Motion connection Run-time 228 A Pose Definition Example start_frame raw_start_frame end_frame walk raw_end_frame cut_frame Parameter { raw_start_frame raw_end_frame start_frame end_frame cut_frame play_speed length transition_mode } 229 Play a Pose walk 0 4 8 Frame 5.3 1. 2. 3. 4. 5. 6. If the motion data is in quaternion form Get the motion data on frame 5 & 6 Convert the data into quaternion format Apply slerp(5, 6, 0.3) to get the interpolation on frame 5.3 Convert the result of step 3 into a rotation matrix Apply the matrix to the object for its transformation 230 Pose Connection cut_frame Pose 1 start_frame Pose 2 length 231 Pose Blending Motion blending in run-time Quaternion is used “Blend Tree” Cross fade Countinuous blending Feather blending 232 Blend Tree Reference Game Developers Conference 2003 Proceedings CD, Programming Track “Animation Blending : Achieving Inverse Kinematics and More” Jerry Edsall Mech Warrior blend tree Walk Forward Motion Fall Transition Run Fall Down 233 Cross Fade 1 Pose 1 0 1 Pose2 0 234 Continuous Blending 1 Pose 1 0 1 Pose 2 0 235 Feather Blending 左右搏擊 Pose 1 Pose 2 Pose 3 236 Skin Deformation Weights to assign the influences of the deformation by bones on skin vertices 1-weight 2-weight N-weight CPU cost Another way to perform the skin deformation calculation is using vertex shader 237 Bone A (root object) base 1. 2. 3. 4. 5. base Bone B (Bone A’s child) Apply motion data to bones Convert the vertex from “base” space to its associated bone’s space using the natural pose’s inverse transformation Multiple the influence weight Accumulate all influences Then the vertex is deformed by the bone in “base” space 238 A two-weight skin vertex example Mb = RbTpivot Ma = RaTposition Mvb = Mnb-1 MbMa Mva = Mna-1Ma vin_base = vs*waMva + vs*wbMvb 239 9th Game Control 240 Game Control System (1/2) Game control is the interface between the game and the user. Game control is not only input device control but also the camera control Input device control On PC Mouse Keyboard Gamepad On game console Gamepad buttons 0 or 255 Joystick 0 - 255 241 Game Control System (2/2) Camera control First-personal view Third-personal view God view Pre-set camera view Etc 242 Mouse Control (1/3) Mouse is a 2D device. Mouse can : 2-axis moving Related movement 2 or 3 buttons Move Drag Double-click Behaviors Hit test Selection Pilot Position & orientation 243 Mouse Control (2/3) Typical game types using mouse control Typical game play examples : Real-time strategy games Role Playing Game Path finding for playable character Hitting the enemy Selecting a group of units Orientating the camera in FPS games Menu selection … Features Always coupling with god-view camera control Viewing from the top of game world 244 Mouse Control (3/3) Easy to hand on 一鼠到底 Slow action Compared with joystick Value range from -32727 - 32727 245 Keyboard Control (1/3) Standard PC input device Simulating the gamepads usually Hotkey system Each key has two states. Pressed Released 256 keys Behaviors Not every PC game player having gamepad Using keyboard as the alternative device Key presses/released ASCII code One hotkey can represent a command 246 Keyboard Control (2/3) Communication tool Typical game types using keyboard Typing messages MMORPG Needs chatting with friends Real-time strategy games Hotkey system First-person shooting games Fighting games Typical game play examples : Chatting Character controls Move forward Turning 247 Keyboard Control (3/3) Features Shortcut for a sequence of actions Commands Menu selection But a little bit complicated for players 256 keys 248 Gamepad Control (1/3) A small “keyboard” designed for game playing Gamepad can map to the hotkey system Same behaviors Less than 20 keys Majors keys : 249 Gamepad Control (2/3) Recent gamepad capable of two extra digital joysticks Typical game types using gamepad For buttons Value range : 0 or 255 For joystick Value range : 0 to 255 Almost all types of games except Need typing Need large-range selection for game units Typical game play examples : Character controls Move forward Turn 250 Gamepad Control (3/3) Combat system in a fighting game Move forward Turn … Features Designed for game playing Look and feel Easy to hand-on If you not to challenge the players’ usual practice 251 Camera Control Types First-personal view Third-personal view but following the playable character God view Fixed Following the playable character Fixed view Pre-rendered background Pre-set view … Very sensitive to game play design & game control Camera control is not an independent system 252 God-view Camera Example Age of Empire 3 253 Case Study – Third-personal View (1/6) Use arrow keys on keyboard or gamepad Basic key assignments : Up key to move the playable character forward Down key to turn character facing to the camera and move forward Left & right keys to turn the character to left or right 254 Case Study – Third-personal View (2/6) The camera following the character to move And keeping a range of distance, a reasonable height and look-down angle with the character. Camera q PC Height Distance 255 Case Study – Third-personal View (3/6) Detailed key assignments : Up key Turn the character facing back to the camera Move the character forward If the distance between the character and the camera is larger a pre-set range, move the camera forward to keep the distance. At the same time, the height to the ground will be changed to synchronize with the character. Down key Turn the character facing to the camera Move the character forward The camera will move backward to keep a distance with the character. The height to the ground will be changed to synchronize with the character. 256 Case Study – Third-personal View (4/6) If the camera is blocked by obstacle to move backward, raise the height of the camera but keep the eyes on the character. PC Camera 257 Case Study – Third-personal View (5/6) Right key Turn the character facing to the right of the camera. Take the camera’s position as a circle center and the distance between the camera and the character as the radius. Set the circle as the movement orbit. Let the character move on the orbit. When the character moving, turn the camera to right to keep eyes on the character. 258 Case Study – Third-personal View (6/6) When the character hitting the obstacle, let the character keep on turning and moving, use the same approach in “Down key” step to raise the camera. Left key As same as “Right key” step except the left direction. Reference game examples: Sprinter cell 3 PSO Prince of Persia(波斯王子) The Legend of Zelda (薩爾達傳說) … Demo : 1st DCI students’ work : iRobot 259 Bounding Volume Bounding sphere Bounding cylinder Axis-aligned bounding box (AABB) Oriented bounding box (OBB) Discrete oriented polytope (k-DOP) Bounding Sphere Bounding Cylinder AABB k-DOP OBB 260 Bounding Volume - Application Collision detection Visibility culling Hit test Steering behavior In “Game AI” section 261 Application Example - Bounding Sphere B2 B1 D c2 c1 Bounding sphere B1(c1, r1), B2(c2, r2) If the distance between two bounding spheres is larger than the sum of radius of the spheres, than these two objects have no chance to collide. D > Sum(r1, r2) 262 Application Example - AABB Axis-aligned bounding box (AABB) Simplified calculation using axis-alignment feature But need run-timely to track the bounding box AABB 263 Application Example - OBB Oriented bounding box (OBB) Need intersection calculation using the transformed OBB geometric data 3D containment test Line intersection with plane OBB For games, 264 Advanced Scene Graphs This is a game-type-oriented issue Bounding Volume Hierarchies (BVHs) Binary space partition trees (BSP Trees) “Quake” Octree PVS Culling Skills 265 Bounding Volume Hierarchies (BVHs) Bounding spheres in hierarchy R B 266 BSP Tree Two varients Axis-aligned Polygon-aligned The trees are created by using a plane to divide the space into two, and then sorting the geometry into two spaces. 267 Axis-aligned BSP Tree 0 plane plane 3 plane1 2 1 0 plane2 3 268 Polygon-aligned BSP Tree F A C G B A B C D E D E F G 269 Why BSP Tree ? Quickly to identify where you are Need a pre-processor to generate the PVS BSP = Sorting Visibility culling + occlusion culling PVS : Possible Visible Set Optimized for in-door game environment [Fuch80] Fuchs, H., On Visible Surface Generation by a Priori Tree Structures, Computer Graphics, 14, 124-33, (Proc. SIGGRAPH’80) 270 Octree & Quadtree Very similar to axis-aligned BSP tree. Except that a box is split simultaneously along all three axes. The split point must be the center of the box. This creates eight new boxes. Quadtree is the 2D version of octree. 271 Quadtree - Example 272 Octree – Some Discussion Data structure coherence Apply visibility culling from parents Split or not split ? Outdoor game scene ? 273 Culling (1/2) Culling means “remove from a flock” Visibility culling Backface culling Remove the object not in view frustum A “must” for game engine Remove the polygons facing away from camera Hardware standard Occlusion culling Remove the objects hidden by the others 274 Culling (2/2) View frustum Occlusion culling eye Visibility culling Backface culling 275 BSP Implementation A Pre-processor Space partition the scene data from artist Generate the BSP data structure Generate the PVS BSP walk through Identify the room where you are Show/hide the rooms according to the PVS 276 BSP Preprocessor (1/2) Input A scene from artist Cutting planes (optional) Can be procedurally generated by algorithm Cutting policy Split or not split Ray casting resolution for PVS Output A BSP file BSP Tree PVS Geometry Data 277 BSP Preprocessor (2/2) Process Generate the BSP tree according to the cutting policy Split or sort the geometry into BSP room (leaves) For each “room”, ray cast all rooms to generate the possible visible room set 3D Time consuming 278 BSP Challenges Effectiveness of PVS Data set Dynamic objects Room size 279 Game AI 280 Contents Search Path finding Steering behavior Finite state machines 281 Search What we will talk about Blind search Breadth-first search Depth-first search Heuristic search Blind search Heuristic search Adversary search A* Adversary search Minimax 282 Introduction to Search Using tree diagram (usually) to describe a search problem Search starts d=2 d=3 d = 0, 1, 2, … Input c3 c2 c1, c2, c3… Search problem c1 Depth Goal node g d=1 Successors Node i Goal i g d=4 Description of the initial and goal nodes A procedure that produces the successors of an arbitrary node Output A legal sequence of nodes starting with the initial node and ending with the goal node. 283 Search Examples in Traditional AI Game playing Chess Backgammon Finding a path to goal The towers of Hanoi Sliding tile puzzles 8 puzzles Simply finding a goal n-queens 284 Search Algorithm 1. Set L to be a list of the initial nodes. At any given point in time, L is a list of nodes that have not yet been examined. 2. If L is empty, failed. Otherwise, pick a node n from L. 3. If n is the goal node, stop and return it and the path from the initial node to n 4. Otherwise, remove n from L and add to L all of n’s children, labeling each with its path from the initial node. 5. Return to step 2 285 Depth-First Search (1/3) Always exploring the child of the most recently expanded node Terminal nodes being examined from left to right If the node has no children, the procedure backs up a minimum amount before choosing another node to examine. 1 d=1 9 8 2 3 7 10 4 5 6 11 g d=2 d=3 d=4 286 Depth-First Search (2/3) We stop the search when we select the goal node g. Depth-first search can be implemented by pushing the children of a given node onto the front of the list L in step 4 of page 6 And always choosing the first node on L as the one to expand. 287 Depth-First Search (3/3) Algorithm Set L to be a list of the initial nodes in the problem Let n be the first node on L. If L is empty, fail. If n is a goal node, stop and return it and path from the initial node to n. Otherwise, remove n from L and add to the front of L all of n’s children, labelling each with its path from the initial node. Return to step 2. 288 Breadth-First Search (1/2) The tree examined from top to down, so every node at depth d is examined before any node at depth d + 1. We can implement breadth-first search by adding the new nodes to the end of the list L. 1 2 5 d=1 4 3 6 7 9 8 g 10 11 12 d=2 d=3 d=4 289 Breadth-First Search (2/2) Algorithm Set L to be a list of the initial nodes in the problem Let n be the first node on L. If L is empty, fail. If n is a goal node, stop and return it and path from the initial node to n. Otherwise, remove n from L and add to the end of L all of n’s children, labelling each with its path from the initial node. Return to step 2. 290 Heuristic Search (1/2) Neither depth-first nor breadth-first search Exploring the tree in anything resembling an optimal order. Minimizing the cost to solve the problem 1 d=1 2 3 d=3 g 4 d=2 d=4 291 Heuristic Search (2/2) When we picking a node from the list L in step 2 of search procedure, what we will do is to remove steadily from the root node toward the goal by always selecting a node that is as close to the goal as possible. Estimated by distance and minimizing the cost? A* ! 292 Adversary Search Assumptions Two-person games in which the players alternate moves. They are games of “perfect” information, where the knowledge available to each player is the same. Examples : Tic-tac-toe Checkers Chess Go Othello Backgammon Imperfect information Pokers Bridge 293 Minimax (1/6) Nodes with the maximizer to move are square; nodes with the minimizer to move are circles “ply” a b e -1 max c d f -1 g 1 i -1 h min max j k min 1 l 1 Maximizer to achieve the Outcome of 1; minimizer to Achieve the outcome of -1 m -1 1 n o p -1 1 q max r 1 min -1 294 Minimax (2/6) The maximizer wins! 1 a -1 -1 e c 1 b f -1 d min -1 g 1 1 max 1 i -1 h max j k min 1 l 1 m -1 1 n o p -1 1 q max r 1 min -1 295 Minimax (3/6) Basic idea 1. 2. 3. 4. Expand the entire tree below n Evaluate the terminal nodes as wins for the minimizer or maximizer. Select an unlabelled node all of whose children have been assigned values. If there is no such node, return the value assigned to the node n. If the selected node is one at which the minimizer moves, assign it a value that is the minimum of the values of its children. If it is a maximizing node, assign it a value that is the maximum of the children’s values. Return to step 3. 296 Minimax (4/6) The algorithm 1. 2. 3. 4. 5. Set L = { n }, the unexpanded nodes in the tree Let x be the 1st node on L. If x = n and there is a value assigned to it, return this value. If x has been assigned a value vx, let p be the parent of x and vp the value currently assigned to p. If p is a minimizing node, set vp = min(vp, vx). If p is a maximizing node, set vp = max(vp, vx). Remove x from L and return to step 2. If x has not been assigned a value and is a terminal node, assign it the value 1 or -1 depending on whether it is a win for the maximizer or minimizer respectively. Assign x the value 0 if the position is a draw. Leave x on L and return to step 2. If x has not been assigned a value and is a nonterminal node, set vx to be –∞ if x is a maximizing node and + ∞ if x is a minimizing node. Add the children of x to the front of L and return to step 2. 297 Minimax (5/6) Some issues Draw Estimated value e(n) e(n) = e(n) = e(n) = e(n) = 1 : the node is a win for maximizer -1 : the node is a win for minimizer 0 : that is a draw -1 ~ 1 : the others When to decide stop the tree expanding further ? 298 Minimax (6/6) The algorithm (final) 1. Set L = { n }, the unexpanded nodes in the tree 2. Let x be the 1st node on L. If x = n and there is a value assigned to it, return this value. 3. If x has been assigned a value vx, let p be the parent of x and vp the value currently assigned to p. If p is a minimizing node, set vp = min(vp, vx). If p is a maximizing node, set vp = max(vp, vx). Remove x from L and return to step 2. 4. If x has not been assigned a value and either x is a terminal node or we have decided not to expand the tree further, compute its value using the evaluation function. Leave x on L and return to step 2. 5. Otherwise, set vx to be –∞ if x is a maximizing node and + ∞ if x is a minimizing node. Add the children of x to the front of L and return to step 2. 299 Introduction to Path Finding A common situation of game AI Path planning From start position to the goal Most popular technique A* (A Star) 1968 A search algorithm Favorite teaching example : 15-pizzule Algorithm that searches in a state space for the least costly path from start state to a goal state by examining the neighboring states 300 A* Algorithm (1/4) The A* Algorithm Open : priorityqueue of searchnode Closed : list of searchnode AStarSearch( location StartLoc, location GoalLoc, agenttype Agent) { clear Open & Closed // initialize a start node StartNode.Loc = StartLoc; StartNode.CostFromStart = 0; StartNode.CostToGoal = PathCostEstimate(StartLoc, GoalLoc, Agent); StartNode.TotalCost = StartNode.CostToGoal ; StartNode.Parent = NULL; push StartNode on Open; // process the list until success or failure while Open is not empty { pop Node from Open // node has the lowest TotalCost 301 A* Algorithm (2/4) // if at a goal, we’re done if (Node is a goal node) { construct a path backward from Node to StartLoc return SUCCESS; } else { for each successor NewNode of Node { NewCost = Node.CostFromStart + TraverseCost(Node, NewNode, Agent); // ignore this node if exists and no improvement if (NewNode is in Open or Closed) and (NewNode.CostFromStart <= NewCost) { continue; } else { // store the new or improved information NewNode.Parent = Node; NewNode.CostFromStart = NewCost; NewNode.CostToGoal = PathCostEstimate(NewNode.Loc, GoalLoc, Agent); NewNode.TotalCost = NewNode.CostFromStart + NewNode.CostToGoal; if (NewNode is in Closed) { remove NewNode from Closed } 302 A* Algorithm (3/4) if (NewNode is in Open) { adjust NewNode’s position in Open } else { Push NewNode onto Open } } } } push Node onto Closed } } 303 A* Algorithm (4/4) State Search space Related to terrain format Grids Triangles Points of visibility Cost estimate Path Location Neighboring states Typical A* path Straight path Smooth path Hierarchical path finding 304 Search Space & Neighboring States (1/2) Rectangular grid Quadtree Use grid center Use grid center Triangles or convex polygons Use edge mid-point Use triangle center Triangles Rectangular Grid Quadtree 305 Search Space & Neighboring States (2/2) Points of visibility Generalized cylinders Use intersections Points of Visibility Generalized Cylinders 306 Cost Estimate Cost function Minimum cost CostFromStart CostToGoal Distance traveled Time of traveled Movement points expended Fuel consumed Penalties for passing through undesired area Bonuses for passing through desired area … Estimate To goal “distance” 307 Result Path Typical A* Path Straight Path Smooth Path 308 Catmull-Rom Spline Output_point = p1*(-0.5u3 +u2 - 0.5u) + p2*(1.5u3 – 2.5u2 + 1) + p3*(-1.5u3 + 2u2 + 0.5u) + p4*(0.5u3 – 0.5u2) spline output_points p2 p1 p3 p4 309 Hierarchical Path Finding Break the terrain for path finding to several ones hierarchically Room-to-room 3D layered terrain Terrain LOD Pros Speedup the search Solve the problem of layered path finding 310 Path Finding Challenges Moving goal Moving obstacles Prediction Scheme Complexity of the terrain Do you need to find path each frame ? Hierarchical path finding “Good” path 311 Motion Behavior Action selection Steering Locomotion A Hierarchy of Motion Behavior 312 Action Selection Game AI engine State machine Discussed in “Finite State Machine” section Goals Planning Strategy Scripting Assigned by players Players’ input 313 Steering Path determination Behaviors Path finding or path planning Discussed in “Path Finding” Seek & flee Pursuit & evasion Obstacle avoidance Wander Path following Unaligned collision avoidance Group steering 314 Locomotion Character physically-based models Movement Animation Turn right, move forward, … By artists Implemented / managed by game engine 315 A Simple Vehicle Model (1/2) A point mass Linear momentum No rotational momentum Parameters Mass Position Velocity Modified by applied forces Max speed Top speed of a vehicle Max steering force Self-applied Orientation Car Aircraft 316 A Simple Vehicle Model (2/2) Local space Steering forces Origin Forward Up Side Asymmetrical Thrust Braking Steering Velocity alignment No slide, spin, … Turn 317 Euler Integration The approach : Steer_force = Truncate(streer_direction, Max_force) Acceleration = Steer_force / mass Velocity = Truncate(Velocity + Acceleration, Max_speed) Position = Position + Velocity 318 Seek & Flee Behaviors Pursuit to a static target “A moth buzzing a light bulb” Flee Inverse of seek Variants Steer a character toward to a target position Arrival Pursuit to a moving target Seek Steering force desired_velocity = normalize(target - position)*max_speed steering = desired_velocity – velocity 319 Arrival Behavior One of the idea : a stopping radius Outside the radius, arrival is identical to seek Inside the radius, the speed is ramped down to zero target_offset = target – position distance = length(target_offset) ramped_speed = max_speed*(distance/slowing_distance) clipped_speed = minimum(ramped_speed, max_speed) desired_velocity = (clipped_speed/distance)*target_offset steering = desired_velocity – velocity 320 Pursuit & Evasion Behaviors Target is moving Apply seek or flee to the target’s predicted position Estimate the prediction interval T T = Dc D = distance(pursur, quarry) c = turning parameter Variants Offset pursuit “Fly by” 321 Obstacle Avoidance Behavior Use bounding sphere Not collision detection steering force Probe Find the most threaten obstacle A cylinder lying along forward axis Diameter = character’s bounding sphere Length = speed (means Alert range) Nearest intersected obstacle Steering 322 Wander Behavior Random steering One solution : Another one : Retain steering direction state Constrain steering force to the sphere surface located slightly ahead of the character Make small random displacements to it each frame A small sphere on sphere surface to indicate and constrain the displacement Perlin noise Variants Explore 323 Path Following Behavior The path Following Spine A spline or poly-line to define the path Pipe The tube or generated cylinder by a defined “radius” A velocity-based prediction position Inside the tube Do nothing about steering Outside the tube “Seek” to the on-path projection Variants Wall following Containment 324 Flow Field Following Behavior A flow field environment is defined. Virtual reality Not common in games 325 Unaligned Collision Avoidance Behavior Turn away from possible collision Predict the potential collision Use bounding spheres If possibly collide, Apply the steering on both characters Steering direction is possible collision result Use “future” possible position The connected line between two sphere centers 326 Steering Behaviors for Groups of Characters Steering behaviors determining how the character reacts to the other characters within his/her local neighborhood The behaviors including : Separation Cohesion Alignment 327 The Local Neighborhood of a Character The local neighborhood is defined as : A distance The field-of-view Angle The Neighborhood 328 Separation Behavior Make a character to maintain a distance from others nearby. Compute the repulsive forces within local neighborhood Calculate the position vector for each nearby Normalize it Weight the magnitude with distance 1/distance Sum the result forces Negate it 329 Cohesion Behavior Make a character to cohere with the others nearby Compute the cohesive forces within local neighborhood Compute the average position of the others nearby Gravity center Apply “Seek” to the position 330 Alignment Behavior Make a character to align with the others nearby Compute the steering force Average the together velocity of all other characters nearby The result is the desired velocity Correct the current velocity to the desired one with the steering force 331 Flocking Behavior “Boids Model of Flocks” Combination of : [Reynolds 87] Separation steering Cohesion steering Alignment steering For each combination including : A weight for combing A distance An Angle 332 Leader Following Behavior Follow a leader Stay with the leader “Pursuit” behavior (Arrival style) Stay out of the leader’s way Defined as “next position” with an extension “Evasion” behavior when inside the above area “Separation” behavior for the followers 333 Behavior Conclusion A simple vehicle model with local neighborhood Common steering behaviors including : Seek Flee Pursuit Evasion Offset pursuit Arrival Obstacle avoidance Wander Path following Wall following Containment Flow field following Unaligned collision avoidance Separation Cohesion Alignment Flocking Leader following Combining the above behaviors in your application 334 Introduction to FSM (1/2) Finite State Machine (FSM) is the most commonly used game AI technology today. Simple Efficient Easily extensible Powerful enough to handle a wide variety of situations Theory (simplified) A set states, S An input vocabulary, I Transition function, T(s, i) Map a state and an input to another state 335 Introduction FSM (2/2) Practical use State Behavior Transition Across states Conditions It’s all about driving behavior Flow-chart diagram UML State chart Arrow Transition Rectangle State 336 An Example of FSM As a Diagram Monster in sight Gather Treasure Flee No monster Fight 337 FSM for Games Character AI “Decision-Action” model Behavior Mental state Transition Players’ action The other characters’ actions Some features in the game world 338 Implement FSM Code-based FSM Simple Code One Up Straightforward Most common Macro-assisted FSM Language Data-Driven FSM FSM Script Language 339 Coding an FSM – Code Example 1 void RunLogic(int *state) { switch(*state) { case 0: // Wander Wander(); if (SeeEnemy()) *state = 1; if (Dead()) *state = 2; break; case 1: // Attack Attack(); *state = 0; if (Dead()) *state = 2; break; case 2: // Dead SlowlyRot(); break; } } 340 Coding an FSM – Code Example 2 void RunLogic(FSM *fsm) { // Do action based on the state and determine next input input = 0; switch(fsm->GetStateID()) { case 0: // Wander Wander(); if (SeeEnemy()) input = SEE_ENEMY; if (Dead()) input = DEAD; break; case 1: // Attack Attack(); input = WANDER; if (Dead()) input = DEAD; break; case 2: // Dead SlowlyRot(); break; } // DO state transition based on computed input fsm->StateTransition(input); } 341 Mealy & Moore Machines Mealy machine A Mealy machine is an FSM whose actions are performed on transitions Moore machine A Moore machine’s actions reside in states More intuitive for game developers 342 FSM Language Use Macros Coding a state machine directly causes lack of structure Use macros Beneficial properties Going complex when FSM at their largest Structure Readability Debugging Simplicity 343 FSM Language Use Macros – An Example #define BeginStateMachine … #define State(a) … … bool MyStateMachine::States(StateMachineEvent event, int state) { BeginStateMachine State(0) OnUpdate Wander(); if (SeeEnemy()) SetState(1); if (Dead()) SetState(2); State(1) OnUpdate Attack(); SetState(0); if (Dead()) SetState(2); State(2); OnUpdate RotSlowly(); EndStateMachine } 344 Data-Driven FSM Scripting language Authoring Text-based script file Transformed into C++ Integrated into source code Bytecode Interpreted by the game Compiler AI editing tool Game FSM script engine FSM interface 345 Data-Driven FSM Diagram Authoring Artist, Designers, & Developers FSMs AI Editing Tool Condition & Action Vocabulary Compiler Games bytecode FSM Script Engine FSM Interface Condition & Action Code Game Engine 346 AI Editing Tool for FSM Pure text Visual graph with text Used by Designers, Artists, or Developers Syntax ? Non-programmers Conditions & action vocabulary SeeEnemy CloseToEnemy Attack … 347 FSM Interface Facilitating the binding between vocabulary and game world Glue layer that implements the condition & action vocabulary in the game world Native conditions SeeEnemy(), CloseToEnemy() Action library Attack(…) 348 FSM Script Language Benefits Accelerated productivity Contributions from artists & designers Ease of use Extensibility 349 Processing Models for FSMs Processing the FSMs When and how ? Evaluate the transition conditions for current state Perform any associated actions Depend on the exact need of games Three common FSM processing models Polling Event-driven Multithread 350 Polling Processing Model Processing each FSM at regular time intervals Pros Straightforward Easy to implement Easy to debug Cons Tied to game frame rate Or some desired FSM update frequency Limit one state transition in a cycle Give a FSM a time-bound Inefficiency Some transition are not necessary to check every frame Careful design to your FSM 351 Event-driven Processing Model Designed to prevent from wasted FSM processing An FSM is only processed when it’s relevant Implementation “As-needed” approach A Publish-subscribe messaging system (Observer pattern) Allows the engine to send events to individual FSMs An FSM subscribes only to the events that have the potential to change the current state When an event is generated, the FSMs subscribed to that events are all processed Should be much more efficient than polling ? Tricky balance for fine-grained or coarse-grained events 352 Multithread Processing Model Both polling & event-driven are serially processed Multithread processing model Pros Each FSM is assigned to its own thread for processing Game engine is running in another separate thread All FSM processing is effectively concurrent and continuous Communication between threads must be thread-safe Using standard locking & synchronization mechanisms FSM as an autonomous agent who can constantly and independently examine and react to his environment Cons Overhead when many simultaneous characters active Multithreaded programming is difficult 353 Interfacing with Game Engine (1/2) FSMs encapsulate complex behavior logic Game engine does corresponding Decision, condition, action, … Character animation, movements, sounds, … The interface : Code each action as a function Need recompile if any code is changed ie., FleeWolf() Callbacks Function pointers ie., actionFunction[fleeWolf]() Container method actionFunctions->FleeWolf(); DLL 354 Interfacing with Game Engine (2/2) Take TheFly3D as example: class AArmyUnit : public FnCharacter { … void DoAttack(…); } AArmyUnit *army; army->Object(…); army->MoveForward(dist, …); … army->DoAttack(…); 355 FSM Efficiency & Optimization Two categories : Scheduled processing Collecting statistics of past performance & extrapolating Time-bound for each FSM Do careful design Priority for each FSM Different update frequency Load balancing scheme Time spent Computational cost At the design level Level-of-detail FSMs 356 Level-Of-Detail FSMs Simplify the FSM when the player won’t notice the differences Outside the player’s perceptual range Just like the LOD technique used in 3D game engine Three design keys : Decide how many LOD levels How much development time available ? The approximation extent LOD selection policy The distance between the NPC with the player ? If the NPC can “see” the player ? Be careful the problem of “visible discontinuous behavior” What kind of approximations Cheaper and less accurate solution 357 Extending the Basic FSM Extending states Begin-end block BeginDoAction(); DoActions(); EndDoAction(); Stacks & FSMs Stack-based “history” of FSMs “Remember” the sequence of states passed through “Retrace” its steps at will Hierarchical FSM Polymorphic FSMs Fuzzy State Machine Combined with fuzzy logic 358 A Hierarchical FSM Example Monster in sight Gather Treasure No monster Flee Fight Go To Treasure Find Treasure Find Treasure Gather Treasure Active FSM Live Take Treasure Stack 359 Another Hierarchical FSM Example Done Done Patrol Noise Saw Enemy Investigate Attack Saw Enemy Patrol Go to A Look for Intruders noise Investigate Report Noise Go to B Look for Intruders noise Go Over To Noise Look for Intruders False Alarm! 360 More Topics in Game AI Scripting Goal-based planning Rule-based inference engine Neural network References Game Programming Gems AI Game Programming Wisdom 361