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·published 2007-11-08 22:49 UTC
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                     How to do free-directional tunnels

                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                          by BlackAxe / KoLOr 1997





In the latest demos (in almost every demo from Assembly97) you see those

funny free-directional tunnels, namely tunnels where you can move how you

want and perform complex camera movements.

Many people in iRC asked me how to do such a tunnel, so instead of wasting

phone costs and explaining it online i decided to write this little tute.

In fact, this effect is kinda easy to do, but unlike normal, old, silly 

tubes it doesn't work with those silly lookup tables (darn, I hate lookup

tables :-)), but in fact it's realtime raytraycing. Realtime Raytraycing??

Isn't that slow? No, there are some tricks to make it possible in realtime.

Well, let's start with a little introduction to raytraycing.



1.) Raytraycing, the basics

~~~~~~~~~~~~~~~~~~~~~~~~~~~

In fact, raytraycing is a very easy algorithm, many people think it's hard

as hell, because one get's good quality pictures out of it, but the basics

are easy. Performing refractions, reflections and other complex things is a

bit more advanced, but the basics are very very easy, everyone that knows a

bit math should understand it.

Well, basically the algorithm consists of shooting a ray through each pixel

of the screen and check for intersections of this ray with objects in the 

scene. Let's start with the equation of a ray. A ray is defined as



        Origin + t*Direction

where Origin is the vector of the camera, and Direction a normalized direction

vector. t is a float that indicates a position on the ray. Now for shooting

a ray through a pixel, we do the following, if we consider the camera to be

at (0,0,-256)

        Origin.x = 0;

        Origin.y = 0;

        Origin.z = -128;



now we shoot the ray through that pixel:

        Direction.x = Pixel.X;

        Direction.y = Pixel.Y;

        Direction.z = 128;

        Direction.Normalize();

of course you can take something different for Z, that's your decision.

Note: The midmost pixel of the screen muts be (0,0), so if you work in 

320x200 you first have to substract 160 of X and 100 of Y (or 320 resp. 240

when you work in 640x480). And don't forget to normalize the Direction

(if you don't know how to normalize a vector, first check a vector tutorial

like ZED3D), hmm, well, here's the little function to normalize a vector for

all you dummies :-))



void Vector::Normalize()

{

  float len = sqrt(x*x + y*y + z*z);

  x /= len;

  y /= len;

  z /= len;

}



Now you have your ray, and you need to check for intersections. For that, you

need to find t (of course, because you know the rest :-)). Then you have

        Intersection = Origin + t*Direction

how funny :-)

[Intersection is a vector ofcourse]







2.) Doing the raytraycing for the tunnel

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Think! What is a tunnel?? A tunnel is a cylinder, a simply silly cylinder.

And what is a cylinder??? A cylinder is a set of circles on a straight line.

Each Z coordinate has a circle. So it's just circles for each Z :-)

Now we have to find the intersection between our ray and the correct circle.

Recall the equation of a circle from your math course:



        (x-a)^2 + (y-b)^2 = r^2

(a,b) is the center of the circle, and r is the radius. As we suppose the

circles are on (0,0) this becomes

        x^2 + y^2 = r^2

easy huu :-)



Now we substitute the ray equation in this equation.

        (Origin.x + t*Direction.x)^2 + (Origin.y + t*Direction.y)^2 = r^2

and we calculate this out



Origin.x^2 + 2*Origin.x*t*Direction.x + t^2*Direction.x^2 +

  Origin.y^2 + 2*Origin.y*t*Direction.y + t^2*Direction.y^2 = r^2



now we group all terms that should be grouped :-)

t^2*(Direction.x^2 + Direction.y^2) + t*2*(Origin.x*Direction.x + 

  Origin.y*Direction.y) + Origin.x^2 + Origin.y^2 - r^2 = 0;

ain't this a nice quadratic equation? Hmm, let's write it like this



a*t^2 + b*t + c = 0



where:

  a = Direction.x^2 + Direction.y^2

  b = 2*(Origin.x*Direction.x + Origin.y*Direction.y)

  c = Origin.x^2 + Origin.y^2 - r^2



Now we need to solve this equation. From your math course you should now how

to solve quadratic equations:

we first have to calculate the discriminent delta

        delta = b^2 - 4*a*c



Now if delta < 0, there are no real solutions, only complex ones, if this

  case happens, there's no Intersection and we can draw a background colour.

If delta = 0, there's ONE intersection, that is calculated as follows

             -b

        t = -----

             2*a



If delta > 0, there are TWO real intersections:



             -b - sqrt(delta)

        t1 = ----------------

                  2*a



             -b + sqrt(delta)

        t2 = ----------------

                  2*a



We are only interested in the nearer of those intersections, so we do

        t = min(t1, t2);



Now you have your intersection between the ray and the cylinder :-)

Intersection = Origin + t*Direction



One thing rests: we need to texturemap the tunnel. This is easy to, we just

apply cylindric mapping to the Intersection point.



we just do:



u = abs(Intersection.z)*0.2;

v = abs(atan2(Intersection.y, Intersection.x)*256/PI);



that's it :-) you can combine that with depth cue too, i.e. taking the Z into 

account to get a shade-level, but i leave that to you.

That's already it. If you do that for each pixel, you get a nice tunnel :-)





3.) Moving the camera

~~~~~~~~~~~~~~~~~~~~~

You want to move your camera ofcourse :-)

That's easy, change your Origin vector's x,y of you want to move your camera,

and if you want to to rotate, just rotate your Direction vector using a matrix

or normal 12 mul rotation. I won't go any further into this, as it's really

basic stuff, see the source below to check how it works.





4.) Doing it in realtime

~~~~~~~~~~~~~~~~~~~~~~~~

I hear you cry, this is IMPOSSIBLE in realtime. Well in fact it is, tracing

rays for each pixel :-) But you won't do that, won't you. In fact you just trace

rays for some pixel and interpolate between. I take a 40x25 grid (that is 8x8

pixels large) shoot a ray for each grid, i.e. getting (u,v) for each grid 

position, and interpolate between, that way i get a full 320x200 screen by only

calculating 1000 intersections, and it's precise enough. That method can be used

for other 2d effects too, kinda great for bitmap distortions.





5.) Some example source for the lazy ones

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

u,v are an index to a 256x256 texturemap, and as Radius I take 256



virtual void FreeTunnel::GetUV(int x,int y, int &u, int &v)

{

  Vector Direction(x-160, y-100, 256);

  Direction *= RotationMatrix;

  Direction.Normalize();		// normalize Direction vector



  Vector Origin(100, 100, -256);





  // calculate the stuff :-)

  float a = fsqr(Direction.x) + fsqr(Direction.y);

  float b = 2*(Origin.x*Direction.x + Origin.y*Direction.y);

  float c = fsqr(Origin.x) + fsqr(Origin.y) - fsqr(Radius);



  // calculate discriminent delta

  float delta = fsqr(b) - 4*a*c;



  // if there's no real solution

  if (delta < 0)

    {

	  u = 128;

	  v = 128;

	  return;

	}



  float t,t1,t2;

  // there are 2 solutions, get the nearest ... this case should never happen

  t1 = (-b + sqrt(delta))/(2*a);

  t2 = (-b - sqrt(delta))/(2*a);

  t = min(t1, t2);                      // min here



  // finnally the intersection

  Vector Intersection = Origin + t*Direction;



// do the mapping

  u = (int)(fabs(Intersection.z)*0.2);

  v = (int)(fabs(atan2(Intersection.y, Intersection.x)*256/PI));

} 





Again, i call that for 40x25 and interpolate between the (u,v) set.

As you can see, i used OOP massively, e.g for Vectors and Matrices.

OOP really helps you alot, you should try it.

If you take an 80x50 grid (4x4 interpolation) you might get better results, but

this works fine for me.



That's pretty much it, now go ahead and code yourself a killer-tunnel.

If you want to see this tunnel in action, get our Evoke97 demo (1st place)

the archive is called KWISSEN.ZIP and you should find it on cdrom.com.





6.) Greets

~~~~~~~~~~

Greets fly to (no order):

Tomh, Climax, Shiva, Fontex, Raytrayza, Noize, LordChaos, Red13, kb, DrYes, 

Siriuz, Crest, Gaffer, Trickster, Houlq, Screamager, LoneWolf, Magic, Unreal,

Aap, Cirion, Kyp, Assign, and the rest i have forgotten in some way.



If you feel the need to contact me, do so :-)

In the moment i don't have any e-mail, but i'll get one soon. Try to catch me

on iRC (channel #coders and #coders.ger on IRCNET and #luxusbuerg on UnderNet)

Or snail-mail me

	Laurent Schmalen

	6, rue Tony Schmit

	L-9081 Ettelbruck

	G.D. Luxembourg



have fun and stay trippy dudes!