About Me

Michael Zucchi

 B.E. (Comp. Sys. Eng.)

  also known as Zed
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Saturday, 25 January 2014, 04:50

Voxels

Just playing around with a 3d implementation of the ray casting in the previous post.

Fly-through video here. All spheres have a radius of 30 voxels.

I'm just using the abs(normal.z) as the pixel value and a very simple projection. This is a double version and there are some rounding/stepping errors present. I changed the maths slightly so that the stepping is parametric rather than on x/y/z which simplifies the code somewhat.

It's pretty slow on my laptop, about 1 frame/s, although it doesn't really matter how deep the volume is - this one is 4096x512x512. Not that it's optimised in any way mind you.

At some point I do intend to see how it would run on epiphany ... but right now i'm too lazy! The main bottleneck will be the tree traversal for each ray although I think in practice quite a lot of that can be cached which would be a big speed-up. Other than that it could be a good fit for the epiphany given how small the code is and that only a single data strucutre needs to be traversed.

TBH i'm not sure if it's ever going to be practical for anything because of the memory requirements even if it can be made to run fast enough. *shrug*

Tagged hacking, parallella.
Thursday, 23 January 2014, 05:54

Bresenham(ish) line, skipping, raycasting.

Haven't been up to much lately - just trying to have some holidays. I have been tentatively poking at some ideas for raycasting. Not that I have any particular idea in mind but it might be something to try on the parallella.

Part of that is to step through the cells looking for ray hits, which is where bresenham's line drawing algorithm comes in. I'm working toward a heirarchical data structure with wider branching than a typical quad/oct tree and so because of that I need to be able to step in arbitrary amounts and not just per-cell. Fairly cheaply.

I don't really like the description on wikipedia and although there are other explanations I ended up deriving the maths myself which allows me to handle arbitrary steps. Unfortunately this does need a division but I can't see how that can be avoided in the general case.

If one takes a simple expression for a line:

  y = mx + c
  m = dy / dx
    = (y1 - y0) / (x1 - x0)

And implements it directly using real arithmetic assuming x increments by a fixed amount:

 dx = x1-x0;
 dy = y1-y0;
 for (x=0; x<dx; x+=step) {
   x = x0 + x;
   y = round((real)x * dy / dx) + y0;
   plot(x, y);
 }

Since it steps incrementally the multiply/division can be replaced by addition:

  incy = (real)step * dy / dx;
  ry = 0;
  for (x=0; x<dx; x+=step) {
    x = x0 + x;
    y = round(ry) + y0;
    plot(x, y);
    ry += incy;
  }

But ... floating point aren't 'real' numbers they are just approximations, so this leads to rounding errors not to mention the rounding and type conversions needed.

Converting the equation to using rational numbers solves this problem.

  a = dy * step / dx;        // whole part of dy / dx
  b = dy * step - a * dx;    // remainder
  ry = 0;                    // whole part of y
  fy = 0;                    // fractional part of y
  for (x=0; x<dx; x+=step) {
    x = x0 + x;
    y = ry + y0;
    plot(x, y);
    ry += a;                 // increment by whole part
    fy += b;                 // tally remainder
    if (fy > dx) {           // is it a whole fraction yet?
      fy -= dx;              // carry it over to the whole part
      ry += 1;
    }
  }

Where y = ry + fy / dx (whole part plus fractional part).

For rendering into the centre of pixels one shifts everything by dx/2 but this cannot be accurately represented using integers. So instead the upper test on the fractional overflow is shifted by dx/2 by multiplying both sides by 2 which leads to:;

    if (fy * 2 > dx) {
      fy -= dx;
      ry += 1;
    }

This suits my requirements because step can be changed at any point during the algorithm (together with a newly calculated a and b) to step over any arbitrary number of locations. It only needs one division per step size.

The black outline is calculated using floating point/rounded, and the filled-colour dots are calculated using the final algorithm. The green are calculated by stepping 8 pixels at a time and the blue are calculated by starting at each green location with the same (y = ry + fy/dx) and running the equation with single stepping values for 3 pixels.

(i did this kinda shit on amiga coding 20 years ago; it's just been so long and outside of what i normally hack on that i always need to do a refresher when I revisit things like this).

Unfortunately for raycasting things are a bit more involved so I will have to see whether I can be bothered getting any further than this.

Update: So yeah after all that I realised it isn't much use for raycasting anyway since you start with floats from the view transform - converting this to integer coordinates will already be an approximation. And since hardware float multiply is just as fast as float add may as well just use the first equation with floats and pre-calculate dy/dx so any rounding errors will be consistent and not accumulate.

So here's a plot of a 2d ray through a 16-way (4x4) tree. Cyan X is when it hits a vertical cell wall, purple X is when it hits a horizontal cell wall, and black circle is when it hits a non-transparent leaf cell. The black boxes are the nodes and leaf elements in the tree, and the pink boxes are those which are touched by the ray. I just filled the tree with some random circles.

The code turned out to be pretty simple and consists of just two steps:

First the location is converted to an integer (using truncation) and that is used to lookup into the tree. Because each level of the tree is 4x4, 2 bits are used for both x and y at each level so the lookup at each level is a simple bit shift and mask. If the given cell is in a non-transparent leaf node it is a hit.

Then it calculates the amount it has to step in X to get beyond the current cell bounds: this will simply be MIN(cell.x + cell.width - loc.x, (cell.y + cell.height - loc.y) * slopex). The cell size is calculated implicitly based on the node depth.

The 2d case isn't all that interesting to me but it's easier to visualise/test.

Hmm, on the other hand this still has some pesky edge cases and rounding issues to deal with so perhaps an integer approach is still useful.

Tagged code, hacking.
Thursday, 16 January 2014, 15:08

GT6 is the best yet (so far)

I bought a few games recently but have been too lazy to even start them up, but one of them was gran turismo 6 that I just had a go with tonight.

So far for me it seems like the best gran turismo yet - and i haven't really liked any since 3 (my first one). GT4 was just confusing, and GT5 just wasn't very fun - that's not even counting the weird menus and loading times. I think with that one polyphony might've forgotten they were making a game for the general public and not just themselves.

The graphics aren't really any different to 5 (not a bad thing) but I really don't understand why polyphony keep insisting on upping the resolution - the hardware just can't do 1080 pees at that frame rate and the tearing they resort to is simply unforgivable (haven't heard of triple buffering??). I force my display to 720p which makes it go away for the most part and the lack of tearing more than makes up for any loss of resolution which is barely noticable from the couch anyway. The blocky/shimmering dynamic shadows are also a bit more than the hardware can deal with but the dynamic time and weather it enables makes it an acceptable trade-off. I only drive using the bonnet-cam so I couldn't care less about the internal car modelling and TBH GT3's cars looked good enough from the arse-end which is the only thing you can see when racing. I don't really mind GT's sound engine or even music for the most part either.

The menus are mostly better apart from the tuning screen with it's expanding tabs although most of the other menus are a lot better. Much quicker too and global short-cuts let you change or re-tune your car anywhere rather than having that shithouse partitioned garage from GT5 (where standard cars are segregated). A weird niggle is that it doesn't remember some of the driving options when you change cars. Collisions are still modelled on a plastic canoe but I suppose that's better than just ending the race in a shower of broken glass and burning rubber that a true simulation would demand, or god-forbid adding some "sands of time" to rewind.

The introduction to the game (first few races, not the movie) is more gentle and the annoying license tests are a lot easier and fewer in number. Having the racing line from your friends pop up is also a nice touch - "asynchonous online" could work very well for this game and I think could well be the killer-app for Drive Club if it can reach a critical mass. The economy seems to be more newbie friendly too - GT5 had me re-running shit-box races over and over just to be able to afford a couple of upgrades to beat the next shit-box race. So far i've only re-run races to get a better time, and for the first few races it only takes one or two tries and by then I had enough credits to upgrade a bonus car to finish all of the novice class races easily. A couple of the current seasonal events give out nice cars for little effort too which is more than enough to get established but even the shit-boxes have a bit more get up and go which makes the early races less of a chore. Apparently it has micro-transactions although I haven't seen where.

I guess the most important part - the driving - just feels way more "fun". I think the tyres just feel a bit grippier and don't overheat as much or for as long. It seems more possible to recover from a loss of traction rather than just turning into an uncontrollable slide/spin. And you can finally roll cars - no more weird elastic which keeps the car from flipping over. I think they toned down the slipperiness of the non-road surfaces for the beginner cars and maybe they tweaked the learning curve a bit to make these more enjoyable to drive. I know it's supposed to be a simulator but it definitely is a game first.

Despite the number it feels like a more rounded game than any of the recent ones and would be the best entry point to the series i've tried. It doesn't take the 'simulator' sub-title so seriously that it ruins the game part of the game.

And yeah ... Bathurst ... at night.

Update: Been putting in a few hours every few nights lately. Yeah the economy is way better than GT5, I somehow ended up with 1Mcr from some 90 second time trial in the seasonal thing. So much less (actually none) grinding needed compared to GT5 - thank fuck for that.

Some of the tracks suck a bit, but that's just the track. e.g. silverstone or the indy track; too flat and the actual track doesn't always follow the marked lines on the road so you have to follow the map otherwise you run off (pain on a time trial if you're not familiar with the track since a run-off == disqualify). And the tracks being so sucky put you off wanting to learn them. OTOH some of the tracks are pretty good. I did a lot of grinding in GT5 on Rome with the 4x4 seasonal truck race and so that's become a bit of a favourite, I always liked Trail Mountain (that straight up the tunnel), and there's really nothing at all like Bathurst at dawn or dusk. During the race there's some weird dithering on trees and on replays you notice how they are low-depth sprites but given they fit the whole forest on there it's pretty forgivable. At least the gum trees actually look like gum trees too - which is pretty rare in racing games given how distinctly different they appear to other trees and the milky way at night is pretty impressive from the southern hemisphere. It's a pity they don't have the original layout before they added the dog-leg at the bottom of conrod straight, but I guess 'licensing' wouldn't allow that. The Matahorn is also quite a bit of fun in a light nimble car although it's pretty easy to over-cook it on the down-hill bits.

One annoying thing is that it only runs in NTSC timing - no 50hz output on HDMI. This is pretty sucky because those extra 4ms would help with the screen tearing a great deal and I just don't see why we need to be subjected to some legacy timing from an ancient american video standard. I know i'm probably going against the grain from 'gamers' who think otherwise but they are just ignorant and ill-informed.

Hopefully the seasonal events start including races - time trials are pretty boring and it's starts to become 'not a game' when one simple mistake requires a whole lap to fix. Although at least for the car prizes you only need to do a single clean lap - regardless of the time - to win the cars. If it was the first GT ever I could understand all the time trails to some extent - it's a bit of a training exercise to be able to drive properly - but it's no.6 (+ all the prethings) in the series.

I was pretty surprised to see how Forza on the xbone uses PS2 era rendering techniques - fixed shadows (actually even worse, all shadows project directly down from the videos i've seen), fixed time of day, no weather, really basic textures and 2D crowds (oh dear). Because the views in car games are quite predictable they are always able to push better-than-average graphics at high frame-rates and the car models are getting so detailed they seem to be at a point of diminishing returns. But I think there's an awful lot left for future games; GT already has weather and dynamic shadows, driveclub improves on the shadows, adds 3D trees and volumetric clouds. Future games could add procedurally created seasons or even dynamically created landscapes that grow and age. Better water modelling (puddles, flowing water, and not just 'wet'). Not to mention VR stuff. I think the car models are good enough (more than good enough TBH), but there's still enough possibilities that no amount of FLOPS will ever exhaust them.

Tagged games.
Thursday, 16 January 2014, 10:27

Original version PS3, dust, cost.

A few weeks ago I was bored one afternoon and thought my ps3 was making a bit too much fan noise so i opened it up to clean it up.

Boy, what an involved process. So many screws. So many ribbon connectors. Ended up being a whole afternoon operation.

I followed video of a guy taking one apart on youtube (can't find out which one) but I did the same mistake he did before I got to that part and cracked the ribbon cable connector for the blu-ray drive - it flips up. It still works so I guess it makes enough of a connection but it may be on borrowed time. I also temporarily lost the memory-card cover spring although I found it the next day (but didn't want to open it all up again).

I got it down to the point of taking the fan out to clean it - it has some very stuck-on dust which I wiped off, but apart from that most of the dust was outside of the main cooling thoroughfare and so was pretty irrelevent. After getting it all back together it didn't really make any difference. I had mine sitting on a frame I made up because until i blew up my amp it was sitting above that and both needed the ventilation - that probably reduced the dust getting into the insides.

In hindsight I should've just left it alone!

I only got about 2/3 the way through taking it apart too.

However I guess it was interesting to see the thing for myself. That fan motor is a total monster and the heatsink is gigantic - most of the whole base area. It must've cost a fortune to make and to assemble. With all those separate parts and shielding pieces to put together the initial production must have also been hard to test and very failure prone increasing costs.

Looking at the video tear-down and pictures of the PS4 motherboard the thing that immediately struck me is how simple it is: i'm not a hardware engineer but I can imagine that simple means cheaper to make. I wouldn't be surprised if the PS4 is already cheaper to make than the even the current PS3 on a per-unit basis - and if not it is something that will become much cheaper much faster. It's probably a lot cheaper to make than the xbone too, and again something that will become cheaper at a faster rate. Dunno where all those passive components went.

Tagged games.
Wednesday, 15 January 2014, 05:55

resampling, again

Been having a little re-visit of resampling ... again. By tweaking the parameters of the data extraction code for the eye and face detectors i've come up with a ratio which lets me utilise multiple classifiers at different scales to increase performance and accuracy. I can run a face detection at one scale then check for eyes at 2x the scale, or simply check / improve accuracy with a 2x face classifier. This is a little trickier than it sounds because you can't just take 1/4 of the face and treat it as an eye - the choice of image normalisation for training has a big impact on performance (i.e. how big it is and where it sits relative to the bounding box); I have some numbers which look like they should work but I haven't tried them yet.

With all these powers of two I think i've come up with a simple way to create all the scales necessary for multi-scale detection; scale the input image a small number of times between [0.5, 1.0] so that the scale adjustment is linear. Then create all other scales using simple 2x2 averaging.

This produces good results quickly, and gives me all the octave-pairs I want to any scale; so I don't need to create any special scales for different classifiers.

The tricky bit is coming up with the initial scalers. Cubic resampling would probably work ok because of the limited range of the scale but I wanted to try to do a bit better. I came up with 3 intermediate scales above 0.5 and below 1.0 and spaced evenly on a logarithmic scale and then approximated them with single-digit ratios which can be implemented directly using upsample/filter/downsample filters. Even with very simple ratios they are quite close to the targets - within 0.7%. I then used octave to create a 5-tap filter for each phase of the upscaling and worked out (again) how to write a polyphase filter using it all.

(too lazy for images today)

This gives 4 scales including the original, and from there all the smaller scales are created by scaling each corresponding image by 1/2 in each dimension.

scale           approx ratio   approx value
  1.0             -              -   _
  0.840896       5/6           0.83333
  0.707107       5/7           0.71429
  0.594604       3/5           0.60000

Actually because of the way the algorithm works having single digit ratios isn't crticial - it just reduces the size of the filter banks needed. But even as a lower limit to size and upper limit to error, these ratios should be good enough for a practical implementation.

A full upfirdn implementation uses division but that can be changed to a single branch/conditional code because of the limited range of scales i.e. simple to put on epiphany. In a more general case it could just use fixed-point arithmetic and one multiplication (for the modulo), which would have enough accuracy for video image scaling.

This is a simple upfirdn filter implementation for this problem. Basically just for my own reference again.

  // scale ratio is u / d  (up / down)
  u = 5;
  d = 6;

  // filter paramters: taps per phase
  kn = 5;
  // filter coefficients: arranged per-phase, pre-reversed, pre-normalised
  float kern[u * kn];

  // source x location
  sx = 0;
  // filter phase
  p = 0;

  // resample one row
  for (dx=0; dx<dwidth; dx++) {

    // convolve with filter for this phase
    v = 0;
    for (i=0; i<kn; i++)
       v += src[clamp(i + sx - kn/2, 0, dwidth-1)] * kern[i + p * kn];
    dst[dx] = v;

    // increment src location by scale ratio using incremental star-slash/mod
    p += d;

    sx += (p >= u * 2) ? 2 : 1;
    p -= (p >= u * 2) ? u * 2 : u;

    // or general case using integer division:
    // sx += p / u;
    // p %= u;
  }

See also: https://code.google.com/p/upfirdn/.

Filters can be created using octave via fir1(), e.g. I used fir1(u * kn - 1, 1/d). This creates a FIR filter which can be broken into 'u' phases, each 'kn' taps long.

This stuff would fit with the scaling thing I was working on for epiphany and allow for high quality one-pass scaling, although i haven't tried putting it in yet. I've been a bit distracted with other stuff lately. It would also work with the NEON code I described in an earlier post for horizontal SIMD resampling and of course for vertical it just happens.

AFAIK this is pretty much the type of algorithm that is in all hardware video scalers e.g. xbone/ps4/mobile phones/tablets etc. They might have some limitations on the ratios or the number of taps but the filter coefficients will be fully programmable. So basically all that talk of the xbone having some magic 'advanced' scaler was simply utter bullsnot. It also makes m$'s choice of some scaling parameters that cause severe over-sharpening all the more baffling. The above filter can also be broken in the same way: but it's something you always try to minimise, not enhance.

The algorithm above can create scalers of arbitrarly good quality - the scaler can never add any more signal than is originally present so a large zoom will become blurry. But a good quality scaler shouldn't add signal that wasn't there to start with or lose any signal that was. The xbone seems to be doing both but that's simply a poor choice of numbers and not due to the hardware.

Having said that, there are other more advanced techniques for resampling to higher resolutions that can achieve super-resolution such as those based on statistical inference, but they are not practical to fit on the small bit of silicon available on a current gpu even if they ran fast enough.

Looks like it wont reach 45 today after some clouds rolled in, but it's still a bit hot to be doing much of anything ... like hacking code or writing blogs.

Tagged hacking, parallella.
Tuesday, 14 January 2014, 05:45

A great idea or capitalism gone awry?

I've been pondering crowd-funding lately and i'm not really sure it's a good idea.

It seems good on paper - democratic / meritic small-scale funding by interested public. Thing is we already have something like that: the stock market.

But unlike the stock market it is a complete free-for-all unregulated mess full of fraud and failures (ok so is the stock market, but even if it is also no better than a slot-machine, they do pay out sometimes).

In some ways crowd funding could be seen as a clever ploy by capital to finally remove all the risk from their side of the equation - most of it is already gone anyway. Rather than having lawyer backed due dilligence being used to take a calculated risk on an investment with some expected return, the public are taking uneducated risks based on emotion and group-think for no real return at all.

I don't regret helping to find the parallella, but i'm not sure I would do it again.

It is an industry sorely in need of regulation which will surely come before long. It should have a long-term place for small projects but once you get into the millions it seems far too skewed in favour of the fundees.

Saturday, 11 January 2014, 03:32

dead miele washing machine

Blah, washing machine blew up this morning. Novotronic W310, cost $1 900, bought Feb 2004.

During a spin cycle it started making very loud grinding noise and after turning it off and opening it up the drum had a really hot spot near the rim and a bit of a burnt rubber smell. Lucky I was home and it didn't catch fire. I was only washing a few t-shirts, shorts, undies, and my cycling shit.

Despite stating that the drum wont turn freely and that it rotates off-centre the service centre claims they can't tell if it will require major repair (it could only be a bearing, and that is a major repair) and still wants $200 for someone to come and have a look at it. Redeemable if i buy another one. I guess I got 5 weeks shy of 10 years out of it so I can't complain too much - then again being a male living alone for most of that time it hardly got much of a work-out either, so i'm not terribly inclined to buy another miele at the premium they charge here.

I guess i'll think about it over the weekend.

Washing machines aren't exactly a high priority item for a single male, but I don't want to have to deal with replacing broken shit either.

Friday, 10 January 2014, 06:55

Road Kill

Finally got out on the roadie today and went for a 30km blat down to the beach and back. I haven't gone for a recreational cycle in nearly a year - had to give it a good wipe down to remove the dust and reinflate the tyres after taking it off the wall. I wasn't going to lycra it up but the shy-shorts I have these days come down to my fucking knees (longs?) and it was way too hot to wear those. Ran like new though, it's an awesome bike to ride.

Overall I can't say the experience was particularly enjoyable however - several cars cut me off and a pair of fuckwits (having a race?) nearly took me out through a roundabout on seaview road next to the grange hotel. I always hate that stretch and the fuckwit grange council obviously just hates bikes - they haven't changed it in years so I think i'll just avoid going down that way ever again - grange and henly are nice beaches but all the facilities and vendors are completely anti-cyclist so they can all just go and get fucked. I had to cut it short anyway due to a "natural break" required from a bit too much home-made hot-sauce on my dinner last night which was getting a bit painful. And somehow the racing saddle manages to find the only boney bits of my arse as well so 1.5 hours in 34 degree heat was enough of a re-intro trip after such a long break from it.

At least as a bonus I chanced on a homebrew shop that had a capping bell for champagne bottles - something i've been looking for for a while (not that i really need it, i have a ton of glass longnecks, but champagne bottles are much stronger). Yesterday I finally bottled off the last brew (nearly 2 weeks late - but it was still good, i ended up drinking over 4 litres straight out of the wart - it's quite decent but too warm) and started another one. Unfortunately all I have left from last year is 1 super-hot chilli beer (actually i had a half-bottle of one of those last night, maybe that was the cause of the natural break requirement) and a few stout/porter-like things which are a bit heavy for this weather - so after i finish this lime cordial and soda I'm going to have to find something else to drink today.

I really need to get back into regular cycling but it's not going to happen unless I can find some route that is safe and enjoyable and not too boring to do it on. That's a big part of why I've been so slack at it since coming back from Perth (and all my cycling mates moved interstate or os). Chances are this is the just another last ride for another 6 months, but time will tell ...

Update: Sunday I went to see a friend at Taperoo and he took his young family down to the beach. Apart from a couple of spots that isn't such a bad ride so maybe I can do the Outer Harbour loop - it's about 90 minutes on a good day. Even though one road is a bit truck laden there's plenty of room. Given the weather this week I had thought of hitting the beach a couple of times but today it was already 41 by 10:30 - and a burning northerly wind - so I might not be going anywhere after the washing machine is delivered. Monday I went for a loop through the city and around about to buy a washing machine and do a bit of shopping and that was pretty much the limit - I seemed to catch every red light and waiting in the full sun on newly laid ashphalt on a still day really takes it out of you. The LCD panel on my speedo even started to turn black so hell only knows how hot it was out on the road. And it's warming up tomorrow ;-)

Update: Well this has now become very strange weather. 40+ in summer is as common as sheep shit around here but it ended up hitting 45.1 at 2pm which is a bit on the extreme side even for here (i believe it may be a record for Kent Town). And now thunderstorms are coming? They are looking to miss me, but if they hit it'll turn the place into a sauna. Just saw a nice fork of lightning about 18 seconds away (~6km). Time for beer and a light-show?

Update: Only 4th hottest day on record after all.

Tagged biographical, rants.
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