Willem Kokke | 1 Nov 2008 04:10
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Re: [Algorithms] Good drop-in renderer?

I have had very good results with Wild Magic, from Dave Eberly 
It is LGPL, and well documented in the source code and in Dave's books. It also has lots of examples to illustrate individual features.

http://www.geometrictools.com/

Willem

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Tom Forsyth | 1 Nov 2008 06:51

Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed rate linear keyframes

It was pretty evil to maintain, so I can’t imagine what a pain it was to
write in the first place.

TomF.

From: Charles Nicholson [mailto:charles.nicholson <at> gmail.com] 
Sent: Friday, October 31, 2008 9:49 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed
rate linear keyframes

On Fri, Oct 31, 2008 at 9:15 AM, Tom Forsyth <tom.forsyth <at> eelpi.gotdns.org>
wrote:
Spot on. I think there may be words from Casey Muratori in the archives
about this, or here: http://mollyrocket.com/942

That looks like a whole lot of not fun to write.  Great link though, thanks!

-c

From: Charles Nicholson [mailto:charles.nicholson <at> gmail.com]
Sent: Thursday, October 30, 2008 2:37 PM
To: Game Development Algorithms
Subject: Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed
rate linear keyframes
On Tue, Oct 14, 2008 at 7:54 PM, Tom Forsyth <tom.forsyth <at> eelpi.gotdns.org>
wrote:
You really need to be fitting splines to your data.  Even if those splines
happen to be degree-1 (i.e. linear segments - they certainly have their
uses), the point is that even with an interpolating spline, the control
points do not necessarily lie on the original sampled data, nor do they lie
on the sampled times.

Thread necromancy!

Out of curiosity, what's the canonical approach for fitting a splines to
control points?  I'm imagining some non-linear least-squares approach where
you're minimizing the error between the spline and the keyframe values,
which seems like it leads to inverting very large and sparse matrices.

-charles

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Charles Nicholson | 2 Nov 2008 19:12
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Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed rate linear keyframes

On Fri, Oct 31, 2008 at 8:15 AM, Tom Forsyth <tom.forsyth <at> eelpi.gotdns.org> wrote:
Spot on. I think there may be words from Casey Muratori in the archives
about this, or here: http://mollyrocket.com/942

It seems like knot time selection is pretty important, but in that write-up Casey sort of glosses over it, claiming that he "uses heuristics" to select times.  

If you're not using heuristics and you're actually hunting down the global maximum, probably defined by some weighted combination of least error and minimal knot count, it seems like it becomes a nice little NP-complete number (homeomorphic to 0-1 knapsack?) and you start using things like dynamic programming methods, etc... to search the space.  This seems like a hell of a lot of hard work and diminishing returns if 'dumber' approaches can yield good-enough solutions.

So what heuristics work well here for picking knot times?  Is it just inflection points?

I realize we're talking about the internal guts of a commercial animation exporter here, though, and understand if sharing isn't appropriate.

-charles

From: Charles Nicholson [mailto:charles.nicholson <at> gmail.com]
Sent: Thursday, October 30, 2008 2:37 PM
To: Game Development Algorithms
Subject: Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed
rate linear keyframes

On Tue, Oct 14, 2008 at 7:54 PM, Tom Forsyth <tom.forsyth <at> eelpi.gotdns.org>
wrote:
You really need to be fitting splines to your data.  Even if those splines
happen to be degree-1 (i.e. linear segments - they certainly have their
uses), the point is that even with an interpolating spline, the control
points do not necessarily lie on the original sampled data, nor do they lie
on the sampled times.

Thread necromancy!

Out of curiosity, what's the canonical approach for fitting a splines to
control points?  I'm imagining some non-linear least-squares approach where
you're minimizing the error between the spline and the keyframe values,
which seems like it leads to inverting very large and sparse matrices.

-charles


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Tom Forsyth | 2 Nov 2008 20:05

Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed rate linear keyframes

There's a bunch of heuristics, none of which we were that happy with. When I
worked on Granny it first inserted knots at discontinuities, then used
recursive midpoint subdivision for places where the errors exceeded the set
tolerance. For non-obvious reasons, *midpoint* subdivision worked better
than putting the knot at the place of highest error. We had some hand-wavy
explanations why this way that I never really bought into, but it certainly
did work better.

Dave Moore who is now on Granny has tried a few other heuristics as well.
The most notable one is removing knots - the midpoint subdivision can add
too many knots getting to the required error tolerance, and so a pruning
phase of finding redundant knots can help quite a bit. There's lots of ways
of picking which knots to remove, and I forget which he found worked best.

But yes - it's just all a bunch of hacks and experience and large data sets
to play with :-)

TomF.

From: Charles Nicholson [mailto:charles.nicholson <at> gmail.com] 
Sent: Sunday, November 02, 2008 10:12 AM
To: Game Development Algorithms
Subject: Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed
rate linear keyframes

On Fri, Oct 31, 2008 at 8:15 AM, Tom Forsyth <tom.forsyth <at> eelpi.gotdns.org>
wrote:
Spot on. I think there may be words from Casey Muratori in the archives
about this, or here: http://mollyrocket.com/942

It seems like knot time selection is pretty important, but in that write-up
Casey sort of glosses over it, claiming that he "uses heuristics" to select
times.  

If you're not using heuristics and you're actually hunting down the global
maximum, probably defined by some weighted combination of least error and
minimal knot count, it seems like it becomes a nice little NP-complete
number (homeomorphic to 0-1 knapsack?) and you start using things like
dynamic programming methods, etc... to search the space.  This seems like a
hell of a lot of hard work and diminishing returns if 'dumber' approaches
can yield good-enough solutions.

So what heuristics work well here for picking knot times?  Is it just
inflection points?

I realize we're talking about the internal guts of a commercial animation
exporter here, though, and understand if sharing isn't appropriate.

-charles

From: Charles Nicholson [mailto:charles.nicholson <at> gmail.com]
Sent: Thursday, October 30, 2008 2:37 PM
To: Game Development Algorithms
Subject: Re: [Algorithms] Variable rate cubic keyframes vs. sampled fixed
rate linear keyframes
On Tue, Oct 14, 2008 at 7:54 PM, Tom Forsyth <tom.forsyth <at> eelpi.gotdns.org>
wrote:
You really need to be fitting splines to your data.  Even if those splines
happen to be degree-1 (i.e. linear segments - they certainly have their
uses), the point is that even with an interpolating spline, the control
points do not necessarily lie on the original sampled data, nor do they lie
on the sampled times.

Thread necromancy!

Out of curiosity, what's the canonical approach for fitting a splines to
control points?  I'm imagining some non-linear least-squares approach where
you're minimizing the error between the spline and the keyframe values,
which seems like it leads to inverting very large and sparse matrices.

-charles

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Heath Copeland | 4 Nov 2008 03:04
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Favicon

Re: [Algorithms] agent pathing to renewable resources


Many thanks, Jon (and others); what an incredible helpful and generous
resource you all are!  I'd given it some more thought and made a start
on something along the lines of Jon's suggestion over the weekend and
ran into difficulties making the second of the problems you mention
smooth out by queuing pathfinding tasks over multiple frames (got quite
messy given the disparity in complexity and iterations required for the
various paths), but the incremental Dijkstra idea might be just the
ticket; I'll see how it goes...  Also intrigued by Alen's
nearest-distance vector field map - worth a try to see how it compares.
Again, many thanks.

Cheers,
 Heath.

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Michael Smith | 4 Nov 2008 09:57
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Re: [Algorithms] Good drop-in renderer?

Thanks a lot guys! There are some good bumps in there.

On Sat, Nov 1, 2008 at 4:10 AM, Willem Kokke <wkokke <at> gmail.com> wrote:
> I have had very good results with Wild Magic, from Dave Eberly
> It is LGPL, and well documented in the source code and in Dave's books. It
> also has lots of examples to illustrate individual features.
>
> http://www.geometrictools.com/
>
> Willem
>
> -------------------------------------------------------------------------
> This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
> Build the coolest Linux based applications with Moblin SDK & win great
> prizes
> Grand prize is a trip for two to an Open Source event anywhere in the world
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> _______________________________________________
> GDAlgorithms-list mailing list
> GDAlgorithms-list <at> lists.sourceforge.net
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>

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Andreas Lindmark | 4 Nov 2008 10:10
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Re: [Algorithms] Good drop-in renderer?

I would also take a serious look at Horde3D http://www.horde3d.org/

Andreas

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Nicholas "Indy" Ray | 4 Nov 2008 10:50
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Re: [Algorithms] Good drop-in renderer?

Keep in mind that GPL/LGPL renderers (most of those listed) are not campatible with most console licenses

Indy


On Tue, Nov 4, 2008 at 1:10 AM, Andreas Lindmark <k.andreas.lindmark <at> gmail.com> wrote:
I would also take a serious look at Horde3D http://www.horde3d.org/

Andreas

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Jarkko Lempiainen | 4 Nov 2008 12:10
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[Algorithms] spline name

Hi,

 

Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don’t know what’s the name of the wheel I just reinvented ;)

 

 

Cheers, Jarkko

 

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Andrew Vidler | 4 Nov 2008 12:38

Re: [Algorithms] spline name

I think you've just found a way of specifying the tangents for a cubic hermite curve?
 
If you look at the formula for q(1/3) and q(2/3) then you'll get two equations in terms of the endpoints and the tangent at each endpoint - just rearranging for the tangents gives you two equations (one for each tangent) in terms of the endpoints and q(1/3), q(2/3) - which is what you've got.
 
Unless there's some other characteristic of the spline that means it's not a Hermite?
 
Cheers,
Andrew.

From: Jarkko Lempiainen [mailto:altairx <at> gmail.com]
Sent: 04 November 2008 11:10
To: 'Game Development Algorithms'
Subject: [Algorithms] spline name

Hi,

 

Does anyone know if there is a name for a cubic spline which goes through all the defined control points p0..p3 in the interval t=[0, 1], so that q(0)=p0, q(1/3)=p1, q(2/3)=p2 and q(1)=p3? I solved the basis matrix for it, but don’t know what’s the name of the wheel I just reinvented ;)

 

 

Cheers, Jarkko

 


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Gmane