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	<title>Promethe's Blog &#187; experiment</title>
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	<link>http://blog.promethe.net</link>
	<description>Web, RIAs and chocolate spaghettis...</description>
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		<title>AIR 2.0 HTTP Web Server</title>
		<link>http://blog.promethe.net/2009/12/17/air-2-0-http-web-server/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=air-2-0-http-web-server</link>
		<comments>http://blog.promethe.net/2009/12/17/air-2-0-http-web-server/#comments</comments>
		<pubDate>Thu, 17 Dec 2009 10:42:50 +0000</pubDate>
		<dc:creator>Promethe</dc:creator>
				<category><![CDATA[AIR]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[ActionScript 3.0]]></category>
		<category><![CDATA[AIR 2.0]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[RIA]]></category>

		<guid isPermaLink="false">http://blog.promethe.net/?p=607</guid>
		<description><![CDATA[AIR 2.0 brings a lot of new features. Among them is the new ServerSocket class. The Socket class exists since Flash 9 and enabled a lot of new client/server applications. But it has always been limited to client side sockets as long as AIR (and the Flash Platform as a whole for that matter) is [...]]]></description>
			<content:encoded><![CDATA[<p>AIR 2.0 brings a lot of new features. Among them is the new ServerSocket class. The Socket class exists since Flash 9 and enabled a lot of new client/server applications. But it has always been limited to client side sockets as long as AIR (and the Flash Platform as a whole for that matter) is concerned. Therefor, this new server socket feature makes it possible to build actual server software using AIR!</p>
<p>Rich of this new and incredible ability, Christophe Coenraets posted a small but yet very powerful <a href="http://coenraets.org/blog/2009/12/air-2-0-web-server-using-the-new-server-socket-api/">code snippet to build an HTTP web server using AIR 2.0</a>!</p>
]]></content:encoded>
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		<item>
		<title>Frustum Culling in Flash 10</title>
		<link>http://blog.promethe.net/2009/12/13/frustum-culling-in-flash-10/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=frustum-culling-in-flash-10</link>
		<comments>http://blog.promethe.net/2009/12/13/frustum-culling-in-flash-10/#comments</comments>
		<pubDate>Sun, 13 Dec 2009 15:43:05 +0000</pubDate>
		<dc:creator>Promethe</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Snippets]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[ActionScript 3.0]]></category>
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		<category><![CDATA[Flash 10]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://blog.promethe.net/?p=558</guid>
		<description><![CDATA[Update: corrected a few glitches in the bounding sphere creation routine. Optimization is always important. But when it comes to 3D for the Flash Platform, it's an everyday battle. The first ideas that come to mind are to avoid: redrawing the same regions : each pixel value must be set once and only once rendering [...]]]></description>
			<content:encoded><![CDATA[<p><strong><span style="color:#ff0000">Update:</span></strong> corrected a few glitches in the bounding sphere creation routine.</p>
<p>Optimization is always important. But when it comes to 3D for the Flash Platform, it's an everyday battle. The first ideas that come to mind are to avoid:</p>
<ol>
<li>redrawing the same regions : each pixel value must be set once and only once</li>
<li>rendering invisible objects : objects that are out of sight still take a lot of CPU horsepower</li>
</ol>
<p>While Flash takes care of the first one in its very renderer, the second one is not handled. But that is something we can easily address!</p>
<h4 style="text-align: left;">The Technic</h4>
<p>The method is called "frustum culling". The big picture is that every mesh is approximated using a bounding volume (typically a sphere or a box). If the bounding volume is visible, the corresponding mesh is rendered. The two following pictures show the frustum culling caught in action:</p>
<div id="attachment_569" class="wp-caption aligncenter" style="width: 510px"><a href="http://blog.promethe.net/wp-content/uploads/2009/12/frustum_culling_scene.PNG" rel="shadowbox[post-558];player=img;"><img class="size-full wp-image-569" title="frustum_culling_scene" src="http://blog.promethe.net/wp-content/uploads/2009/12/frustum_culling_scene.PNG" alt="The mesh is visible" width="500" height="375" /></a><p class="wp-caption-text">The mesh is visible: TPS counter indicates 18900 triangles per seconds</p></div>
<div id="attachment_568" class="wp-caption aligncenter" style="width: 510px"><a href="http://blog.promethe.net/wp-content/uploads/2009/12/frustum_culling_acting.PNG" rel="shadowbox[post-558];player=img;"><img class="size-full wp-image-568" title="frustum_culling_acting" src="http://blog.promethe.net/wp-content/uploads/2009/12/frustum_culling_acting.PNG" alt="Frustum culling in action (TPS counter indicates 0!)" width="500" height="375" /></a><p class="wp-caption-text">The mesh is out of sight: frustum culling is acting and TPS counter indicates 0!</p></div>
<p><span id="more-558"></span></p>
<h5>1. The frustum</h5>
<p>First things first: before performing frustum culling, you need to build the frustum! The frustum is the 3D shape that contains everything the camera can see. It's made of 6 planes and looks like a truncated pyramid:</p>
<div id="attachment_563" class="wp-caption aligncenter" style="width: 517px"><a href="http://blog.promethe.net/wp-content/uploads/2009/12/view_frustum.png" rel="shadowbox[post-558];player=img;"><img class="size-full wp-image-563" title="view_frustum" src="http://blog.promethe.net/wp-content/uploads/2009/12/view_frustum.png" alt="The view frustum" width="507" height="302" /></a><p class="wp-caption-text">The view frustum</p></div>
<p>Each plane is defined by a plane equation: ax + by + cz + d, where (a, b, c) is the normal of the plane and d the distance on that normal. The 6 planes must be extracted from one of the Matrix3D object used to define the transform from one space to another (world to camera for example). Here are the 6 plane equations:</p>
<ul>
<li>left: (a = m14 + m11, b = m24 + m21, c = m34 + m31, d = m44 + m41)</li>
<li>right: (a = m14 − m11, b = m24 − m21, c = m34 − m31, d = m44 − m41)</li>
<li>bottom: (a = m14 + m12, b = m24 + m22, c = m34 + m32, d = m44 + m42)</li>
<li>top: (a = m14 − m12, b = m24 − m22, c = m34 − m32, d = m44 − m42)</li>
<li>near: (a = m13, b = m23, c = m33, d = m43)</li>
<li>far: (a = m13, b = m23, c = m33, d = m43)</li>
</ul>
<p>The source matrix you chose defines the coordinates systems of the extracted planes:</p>
<ul>
<li>the projection matrix provides planes in view (or camera) space</li>
<li>the view * projection matrix provides planes in world space</li>
<li>the world * view * projection matrix provides planes in object (or local) space</li>
</ul>
<h5>2. Bounding volumes</h5>
<p>Testing every polygon against the frustum is a very expensive task. In order to speed things up, we will rather test a primitive shape that bounds the mesh: a "bounding volume". Common bounding volumes are spheres or boxes. I'll focus on the first one in the rest of the article.</p>
<p>A bounding sphere is pretty simple to implement: you just need to store the center of the sphere and it's radius. That being said, a BoundingSphere class would just contain the center as a Vector3D and the radius as a Number. When you have all the vertices of a mesh, building the bounding sphere is easy :</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #0033ff; font-weight: bold;">public</span> <span style="color: #339966; font-weight: bold;">function</span> computeBoundingSphere<span style="color: #000000;">&#40;</span>myVertices <span style="color: #000000; font-weight: bold;">:</span> Vector.<span style="color: #000000; font-weight: bold;">&lt;</span>Number<span style="color: #000000; font-weight: bold;">&gt;</span><span style="color: #000000;">&#41;</span> <span style="color: #000000; font-weight: bold;">:</span> BoundingSphere
<span style="color: #000000;">&#123;</span>
	<span style="color: #6699cc; font-weight: bold;">var</span> <span style="color: #004993;">min</span> <span style="color: #000000; font-weight: bold;">:</span> Vector3D = <span style="color: #0033ff; font-weight: bold;">new</span> Vector3D<span style="color: #000000;">&#40;</span><span style="color: #004993;">Number</span>.<span style="color: #004993;">MAX_VALUE</span>, <span style="color: #004993;">Number</span>.<span style="color: #004993;">MAX_VALUE</span>, <span style="color: #004993;">Number</span>.<span style="color: #004993;">MAX_VALUE</span><span style="color: #000000;">&#41;</span>;
	<span style="color: #6699cc; font-weight: bold;">var</span> <span style="color: #004993;">max</span> <span style="color: #000000; font-weight: bold;">:</span> Vector3D = <span style="color: #0033ff; font-weight: bold;">new</span> Vector3D<span style="color: #000000;">&#40;</span><span style="color: #004993;">Number</span>.<span style="color: #004993;">MIN_VALUE</span>, <span style="color: #004993;">Number</span>.<span style="color: #004993;">MIN_VALUE</span>, <span style="color: #004993;">Number</span>.<span style="color: #004993;">MIN_VALUE</span><span style="color: #000000;">&#41;</span>;
	<span style="color: #6699cc; font-weight: bold;">var</span> <span style="color: #004993;">length</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">int</span> = myVertices.<span style="color: #004993;">length</span>;
	<span style="color: #6699cc; font-weight: bold;">var</span> center <span style="color: #000000; font-weight: bold;">:</span> Vector3D = <span style="color: #0033ff; font-weight: bold;">null</span>;
	<span style="color: #6699cc; font-weight: bold;">var</span> radius <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Number</span> = <span style="color: #0033ff; font-weight: bold;">null</span>;
&nbsp;
	<span style="color: #0033ff; font-weight: bold;">for</span> <span style="color: #000000;">&#40;</span><span style="color: #6699cc; font-weight: bold;">var</span> i <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">uint</span> = <span style="color: #000000; font-weight:bold;">0</span>; i <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #004993;">length</span>; i <span style="color: #000000; font-weight: bold;">+</span>= <span style="color: #000000; font-weight:bold;">3</span><span style="color: #000000;">&#41;</span>
	<span style="color: #000000;">&#123;</span>
		<span style="color: #004993;">min</span>.<span style="color: #004993;">x</span> = myVertices <span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #004993;">min</span>.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">?</span> myVertices<span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">min</span>.<span style="color: #004993;">x</span>;
		<span style="color: #004993;">min</span>.<span style="color: #004993;">y</span> = myVertices <span style="color: #000000;">&#91;</span><span style="color: #004993;">uint</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">1</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #004993;">min</span>.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">?</span> myVertices<span style="color: #000000;">&#91;</span><span style="color: #004993;">int</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">1</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">min</span>.<span style="color: #004993;">y</span>;
		<span style="color: #004993;">min</span>.z = myVertices <span style="color: #000000;">&#91;</span><span style="color: #004993;">uint</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">2</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #004993;">min</span>.z <span style="color: #000000; font-weight: bold;">?</span> myVertices<span style="color: #000000;">&#91;</span><span style="color: #004993;">int</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">2</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">min</span>.z;
&nbsp;
 		<span style="color: #004993;">max</span>.<span style="color: #004993;">x</span> = myVertices <span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">&gt;</span> <span style="color: #004993;">max</span>.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">?</span> myVertices <span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">max</span>.<span style="color: #004993;">x</span>;
		<span style="color: #004993;">max</span>.<span style="color: #004993;">y</span> = myVertices <span style="color: #000000;">&#91;</span><span style="color: #004993;">uint</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">1</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">&gt;</span> <span style="color: #004993;">max</span>.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">?</span> myVertices<span style="color: #000000;">&#91;</span><span style="color: #004993;">int</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">1</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">max</span>.<span style="color: #004993;">y</span>;
		<span style="color: #004993;">max</span>.z = myVertices <span style="color: #000000;">&#91;</span><span style="color: #004993;">uint</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">2</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">&gt;</span> <span style="color: #004993;">max</span>.z <span style="color: #000000; font-weight: bold;">?</span> myVertices<span style="color: #000000;">&#91;</span><span style="color: #004993;">int</span><span style="color: #000000;">&#40;</span>i <span style="color: #000000; font-weight: bold;">+</span> <span style="color: #000000; font-weight:bold;">2</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">max</span>.z;
	<span style="color: #000000;">&#125;</span>
&nbsp;
	center = <span style="color: #0033ff; font-weight: bold;">new</span> Vector3D<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#40;</span>myMax.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">+</span> myMin.<span style="color: #004993;">x</span><span style="color: #000000;">&#41;</span> <span style="color: #000000; font-weight: bold;">/</span> <span style="color: #000000; font-weight:bold;">2.0</span>, <span style="color: #000000;">&#40;</span>myMax.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">+</span> myMin.<span style="color: #004993;">y</span><span style="color: #000000;">&#41;</span> <span style="color: #000000; font-weight: bold;">/</span> <span style="color: #000000; font-weight:bold;">2.0</span>, <span style="color: #000000;">&#40;</span>myMax.z <span style="color: #000000; font-weight: bold;">+</span> myMin.z<span style="color: #000000;">&#41;</span> <span style="color: #000000; font-weight: bold;">/</span> <span style="color: #000000; font-weight:bold;">2.0</span><span style="color: #000000;">&#41;</span>;
        radius = <span style="color: #004993;">Math</span>.<span style="color: #004993;">max</span><span style="color: #000000;">&#40;</span>myMax.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">-</span> center.<span style="color: #004993;">x</span>, myMax.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">-</span> center.<span style="color: #004993;">y</span>, myMax.z <span style="color: #000000; font-weight: bold;">-</span> center.z,
		          center.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">-</span> myMin.<span style="color: #004993;">x</span>, center.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">-</span> myMin.<span style="color: #004993;">y</span>, center.z <span style="color: #000000; font-weight: bold;">-</span> myMin.z<span style="color: #000000;">&#41;</span>;	
&nbsp;
	<span style="color: #0033ff; font-weight: bold;">return</span> <span style="color: #0033ff; font-weight: bold;">new</span> BoundingSphere<span style="color: #000000;">&#40;</span>center, radius<span style="color: #000000;">&#41;</span>;
<span style="color: #000000;">&#125;</span></pre></div></div>

<h5>3. Point to plane distance</h5>
<p>The plane equation (ax + by + cz + d) can be stored as a Vector3D object. Indeed, the Vector3D implements x, y and z but also a w Number attribute. This last one is supposed to store the homogenous coordinate. Nonetheless, we can use those 4 Number attributes to store the (a, b, c, d) values that defines our plane equation.</p>
<p>In order to test whether a bounding volume is inside or outside the frustum, we must be able to compute the distance of this object to the plane. To do so, we use the dot product of the point with the plane normal (which must be normalized first) :</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #0033ff; font-weight: bold;">public</span> <span style="color: #339966; font-weight: bold;">function</span> planeToPointDistance<span style="color: #000000;">&#40;</span>myPlane <span style="color: #000000; font-weight: bold;">:</span> Vector3D, myPoint <span style="color: #000000; font-weight: bold;">:</span> Vector3D<span style="color: #000000;">&#41;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Number</span>
<span style="color: #000000;">&#123;</span>
	<span style="color: #0033ff; font-weight: bold;">return</span> myPlane.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">*</span> myPoint.<span style="color: #004993;">x</span> <span style="color: #000000; font-weight: bold;">+</span> myPlane.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">*</span> myPoint.<span style="color: #004993;">y</span> <span style="color: #000000; font-weight: bold;">+</span> myPlane.z <span style="color: #000000; font-weight: bold;">*</span> myPoint.z <span style="color: #000000; font-weight: bold;">+</span> myPlane.w;
<span style="color: #000000;">&#125;</span></pre></div></div>

<h5>4. The test function</h5>
<p>Now that our frustum and our bounding volumes are ready, we can add this little test function that checks whether an object is visible or not:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #0033ff; font-weight: bold;">public</span> <span style="color: #339966; font-weight: bold;">function</span> testBoundingSphere<span style="color: #000000;">&#40;</span>myPlanes      <span style="color: #000000; font-weight: bold;">:</span> Vector.,
                                   mySphere      <span style="color: #000000; font-weight: bold;">:</span> BoundingSphere<span style="color: #000000;">&#41;</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Boolean</span>
<span style="color: #000000;">&#123;</span>
	<span style="color: #6699cc; font-weight: bold;">var</span> <span style="color: #004993;">length</span> <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">int</span> = myPlanes.<span style="color: #004993;">length</span>;
&nbsp;
	<span style="color: #0033ff; font-weight: bold;">for</span> <span style="color: #000000;">&#40;</span><span style="color: #6699cc; font-weight: bold;">var</span> i <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">uint</span> = <span style="color: #000000; font-weight:bold;">0</span>; i <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #004993;">length</span>; <span style="color: #000000; font-weight: bold;">++</span>i<span style="color: #000000;">&#41;</span>
	<span style="color: #000000;">&#123;</span>
		<span style="color: #6699cc; font-weight: bold;">var</span> <span style="color: #004993;">d</span> 	<span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Number</span> = planeToPointDistance<span style="color: #000000;">&#40;</span>myPlanes<span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span><span style="color: #000000;">&#41;</span>;
&nbsp;
		<span style="color: #009900;">// bouding sphere is out of the frustum</span>
		<span style="color: #0033ff; font-weight: bold;">if</span> <span style="color: #000000;">&#40;</span><span style="color: #004993;">d</span> <span style="color: #000000; font-weight: bold;">+</span> mySphere.radius <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #000000; font-weight:bold;">0.0</span><span style="color: #000000;">&#41;</span>
			<span style="color: #0033ff; font-weight: bold;">return</span> <span style="color: #0033ff; font-weight: bold;">false</span>;
		<span style="color: #009900;">// bounding sphere is spanning</span>
		<span style="color: #0033ff; font-weight: bold;">else</span> <span style="color: #0033ff; font-weight: bold;">if</span> <span style="color: #000000;">&#40;</span><span style="color: #004993;">d</span> <span style="color: #000000; font-weight: bold;">-</span> mySphere.radius <span style="color: #000000; font-weight: bold;">&lt;</span>= <span style="color: #000000; font-weight:bold;">0.0</span><span style="color: #000000;">&#41;</span>
			<span style="color: #0033ff; font-weight: bold;">return</span> <span style="color: #0033ff; font-weight: bold;">true</span>;
	<span style="color: #000000;">&#125;</span>
&nbsp;
	<span style="color: #009900;">// bounding sphere is inside the frustum</span>
	<span style="color: #0033ff; font-weight: bold;">return</span> <span style="color: #0033ff; font-weight: bold;">true</span>;
<span style="color: #000000;">&#125;</span></pre></div></div>

<h4>The Experiment</h4>
<p>The following experiment demonstrates frustum culling in action (click on the picture to open the application) :</p>
<div id="attachment_560" class="wp-caption aligncenter" style="width: 510px"><a rel="shadowbox[tekkaman];width=500;height=375]" href="http://blog.promethe.net/wp-content/uploads/2009/12/Tekkaman.swf"><img class="size-full wp-image-560" title="frustum_culling" src="http://blog.promethe.net/wp-content/uploads/2009/12/frustum_culling.png" alt="frustum_culling" width="500" height="375" /></a><p class="wp-caption-text">Frustum culling experiment (use the arrow keys to move)</p></div>
<p style="text-align: left;">Use the arrow keys to move the robot across the scene. You can notice the TPS counter drops down to zero whenever the character is out of sight (on the near left or near right side of the screen). When the TPS indicates 0, no triangles are rendered and CPU usage drops down to 0%. It actually means that the rest of the rendering process has a minimal overhead!</p>
<h4>And it's even more awesome...</h4>
<p style="text-align: left;">This experiment also introduce my brand new mini-debugger inspired of <a href="http://mrdoob.com/80/Stats">Mr. Doob's work</a>. I replaced the maximum memory footprint counter with a per-second rendered triangles counter (or TPS counter). CPU usage or framerate alone are not absolute measurements but the TPS counter reflects the true performance of the application the old fashioned way: the more polygons per second the better. I also updated the timer to display the processing time and the overall rendering time.</p>
<p style="text-align: left;">You can compare this experiment to the <a href="http://blog.promethe.net/2009/10/07/quake-2-3d-models-in-flash-10/">"old" one I made up a few weeks ago</a>: the displayed 3D model features 30% more polygons but the CPU usage is the same.</p>
<p style="text-align: left;">The rendering process is done in such a way that absolutely no computation occurs on invisible objects, not even the slightest animation or z-sorting operation.</p>
<p style="text-align: left;">I enabled dynamic bounding volumes for animated meshes: if you place the mesh on the edges of the viewing space, you might notice that the TPS counter sometimes goes down to zero to raise up again to a few hundreds/thousands of triangles per second. The explanation is simple: the visibility test is done dynamically and follows the mesh animations. If the animation drives the mesh out of the viewing frustum, culling operates and it is not renderered.</p>
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		<title>Quake 2&#8242;s 3D models in Flash 10</title>
		<link>http://blog.promethe.net/2009/10/07/quake-2-3d-models-in-flash-10/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=quake-2-3d-models-in-flash-10</link>
		<comments>http://blog.promethe.net/2009/10/07/quake-2-3d-models-in-flash-10/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 12:42:28 +0000</pubDate>
		<dc:creator>Promethe</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[Flash 10]]></category>
		<category><![CDATA[Quake 2]]></category>

		<guid isPermaLink="false">http://blog.promethe.net/?p=428</guid>
		<description><![CDATA[Loading and rendering Quake 2's maps is a challenge because Flash 10 doesn't handle complex 3D geometry very well. But what about a smaller count of polygons ? Say a 3D model for example... already done! What about an animated 3D model then? Details, pictures and a demo application right after the jump... MD2 file [...]]]></description>
			<content:encoded><![CDATA[<p>Loading and rendering Quake 2's maps is a challenge because Flash 10 doesn't handle complex 3D geometry very well. But what about a smaller count of polygons ? Say a 3D model for example... already done! What about an animated 3D model then?</p>
<p><strong>Details, pictures and a demo application right after the jump...</strong></p>
<p><span id="more-428"></span></p>
<h4>MD2 file format</h4>
<p>Quake 2 uses the MD2 file format  to store animated 3D models. It is a quite simple file format: each MD2 file stores a single mesh and its animations. Each animation is just copy of the original mesh with different positions for each vertex. The number of vertices and the indices are the same for each frame. Therefore, the MD2 file format is easy to adapt to the Flash Platform because no complicated shaders/bones are required to animate the model: you just have to display the right vertices!</p>
<p>But it is not THAT simple. Each animation is actually subdivided into frames (vertices really). Because storing a fluid animation would take a lot of frames (and a lot of memory), only a few keyframes are stored. When rendering, one must compute the interpolation coefficient between the current and the next keyframe and use it to get the interpolated vertices. The following code does it all:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #6699cc; font-weight: bold;">var</span> frame1	<span style="color: #000000; font-weight: bold;">:</span> Vector.<span style="color: #000000; font-weight: bold;">&lt;</span>Number<span style="color: #000000; font-weight: bold;">&gt;</span>	= _currentFrame.vertices;
<span style="color: #6699cc; font-weight: bold;">var</span> frame2	<span style="color: #000000; font-weight: bold;">:</span> Vector.<span style="color: #000000; font-weight: bold;">&lt;</span>Number<span style="color: #000000; font-weight: bold;">&gt;</span>	= _nextFrame.vertices;
<span style="color: #6699cc; font-weight: bold;">var</span> c2		<span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Number</span>		= _frame <span style="color: #000000; font-weight: bold;">-</span> <span style="color: #004993;">int</span><span style="color: #000000;">&#40;</span>_frame<span style="color: #000000;">&#41;</span>;
<span style="color: #6699cc; font-weight: bold;">var</span> c1		<span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Number</span>		= <span style="color: #000000; font-weight:bold;">1</span> <span style="color: #000000; font-weight: bold;">-</span> c2;
<span style="color: #6699cc; font-weight: bold;">var</span> <span style="color: #004993;">length</span>	<span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">Number</span>		= frame1.<span style="color: #004993;">length</span>;
&nbsp;
<span style="color: #0033ff; font-weight: bold;">for</span> <span style="color: #000000;">&#40;</span><span style="color: #6699cc; font-weight: bold;">var</span> i <span style="color: #000000; font-weight: bold;">:</span> <span style="color: #004993;">uint</span> = <span style="color: #000000; font-weight:bold;">0</span>; i <span style="color: #000000; font-weight: bold;">&lt;</span> <span style="color: #004993;">length</span>; <span style="color: #000000; font-weight: bold;">++</span>i<span style="color: #000000;">&#41;</span>
	_vertices<span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> = frame1<span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">*</span> c1 <span style="color: #000000; font-weight: bold;">+</span> frame2<span style="color: #000000;">&#91;</span>i<span style="color: #000000;">&#93;</span> <span style="color: #000000; font-weight: bold;">*</span> c2;</pre></div></div>

<p>... and here is the demo application :</p>
<div id="attachment_475" class="wp-caption aligncenter" style="width: 510px"><a rel="shadowbox[q2];width=500;height=375" href="http://blog.promethe.net/wp-content/uploads/2009/10/MinkoMD2Demo.swf"><img class="size-full wp-image-475" title="minko_q2_brianna" src="http://blog.promethe.net/wp-content/uploads/2009/10/minko_q2_brianna.jpg" alt="minko_q2_brianna" width="500" height="375" /></a><p class="wp-caption-text">Flash 10 MD2 loader</p></div>
<p style="text-align: center;">
<h4>What it does...</h4>
<ul>
<li>load Quake 2's MD2 files</li>
<li>basic z-sorting using faces barycenter</li>
<li>add a "frame" property to the mesh to handle animations</li>
<li>interpolate and update vertices only when necessary</li>
<li>wireframe material (press "w")</li>
<li>"free chase" camera (mouse click + drag'n'drop to turn around the model)</li>
</ul>
<h4>What it doesn't do...</h4>
<ul>
<li>use BSP trees to handle z-sorting (1 BSP tree / frame takes a lot of time and memory...)</li>
<li>loop through a specific animation</li>
<li>read Quake 2's animation files</li>
</ul>
<h4>Known issue(s)</h4>
<p>None. If you find one please let me know! Performance seems to be very good actually...</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>New DirectFlex experiments: &#8216;FPS&#8217; and &#8216;Earth&#8217;</title>
		<link>http://blog.promethe.net/2009/06/12/new-directflex-experiments/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=new-directflex-experiments</link>
		<comments>http://blog.promethe.net/2009/06/12/new-directflex-experiments/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 11:16:58 +0000</pubDate>
		<dc:creator>Promethe</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[DirectFlex]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[Flash 10]]></category>

		<guid isPermaLink="false">http://blog.promethe.net/?p=337</guid>
		<description><![CDATA[I just posted and blogged about a few new experiments built using DirectFlex on Direct Flex Labs: FPS: is it possible to display Half Life 1 graphics in Flash ? I don't know yet... but this experiment is an improvement of the one I posted a while back Earth: I always wanted to implement the [...]]]></description>
			<content:encoded><![CDATA[<p>I just posted and blogged about a few new experiments built using <a href="http://blog.directflex.net/" target="_blank">DirectFlex</a> on <a href="http://labs.directflex.net" target="_blank">Direct Flex Labs</a>:</p>
<ul>
<li><a href="http://labs.directflex.net/experiment/view?id=4" target="_blank">FPS</a>: is it possible to display Half Life 1 graphics in Flash ? I don't know yet... but this experiment is an improvement of <a href="http://blog.promethe.net/2008/12/24/display-half-life-3d-models-with-flash-10/">the one I posted a while back</a></li>
<li><a href="http://labs.directflex.net/experiment/view?id=7" target="_blank">Earth</a>: I always wanted to implement the famous Google Earth in Flash. This might be a good first step! I made this experiment in approximately 1 hour to test out a few new features</li>
</ul>
<p>Please let me know what you think about those new experiments. Any feedback will be greatly appreciated!</p>
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