Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization

Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast and Detour is a pair of stateof-the-art libraries that allows automation of NavMesh generation. It builds on a technique called Scene Voxelization, where triangle geometry is converted to voxels in hei...

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Main Authors: Brodén, Alexander, Pihl Bohlin, Gustav
Format: Others
Language:English
Published: Blekinge Tekniska Högskola, Institutionen för kreativa teknologier 2017
Subjects:
GPU
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14381
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-143812018-01-14T05:10:43ZTowards Real-Time NavMesh Generation Using GPU Accelerated Scene VoxelizationengBrodén, AlexanderPihl Bohlin, GustavBlekinge Tekniska Högskola, Institutionen för kreativa teknologierBlekinge Tekniska Högskola, Institutionen för kreativa teknologier2017VoxelizationRecastGPUPathfindingComputer SciencesDatavetenskap (datalogi)Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast and Detour is a pair of stateof-the-art libraries that allows automation of NavMesh generation. It builds on a technique called Scene Voxelization, where triangle geometry is converted to voxels in heightfields. The algorithm is expensive in terms of execution time. A fast voxelization algorithm could be useful in real-time applications where geometry is dynamic. In recent years, voxelization implementations on the GPU have been shown to outperform CPU implementations in certain configurations. Objectives. The objective of this thesis is to find a GPU-based alternative to Recast’s voxelization algorithm, and determine when the GPU-based solution is faster than the reference. Methods. This thesis proposes a GPU-based alternative to Recast’s voxelization algorithm, designed to be an interchangeable step in Recast’s pipeline, in a real-time application where geometry is dynamic. Experiments were conducted to show how accurately the algorithm generates heightfields, how fast the execution time is in certain con- figurations, and how the algorithm scales with different sets of input data. Results. The proposed algorithm, when run on an AMD Radeon RX 480 GPU, was shown to be both accurate and fast in certain configurations. At low voxelfield resolutions, it outperformed the reference algorithm on typical Recast reference models. The biggest performance gain was shown when the input contained large numbers of small triangles. The algorithm performs poorly when the input data has triangles that are big in relation to the size of the voxels, and an optional optimization was presented to address this issue. Another optimization was presented that further increases performance gain when many instances of the same mesh are voxelized. Conclusions. The objectives of the thesis were met. A fast, GPUbased algorithm for voxelization in Recast was presented, and conclusions about when it can outperform the reference algorithm were drawn. Possibilities for even greater performance gains were identified for future research. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-14381application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Voxelization
Recast
GPU
Pathfinding
Computer Sciences
Datavetenskap (datalogi)
spellingShingle Voxelization
Recast
GPU
Pathfinding
Computer Sciences
Datavetenskap (datalogi)
Brodén, Alexander
Pihl Bohlin, Gustav
Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization
description Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast and Detour is a pair of stateof-the-art libraries that allows automation of NavMesh generation. It builds on a technique called Scene Voxelization, where triangle geometry is converted to voxels in heightfields. The algorithm is expensive in terms of execution time. A fast voxelization algorithm could be useful in real-time applications where geometry is dynamic. In recent years, voxelization implementations on the GPU have been shown to outperform CPU implementations in certain configurations. Objectives. The objective of this thesis is to find a GPU-based alternative to Recast’s voxelization algorithm, and determine when the GPU-based solution is faster than the reference. Methods. This thesis proposes a GPU-based alternative to Recast’s voxelization algorithm, designed to be an interchangeable step in Recast’s pipeline, in a real-time application where geometry is dynamic. Experiments were conducted to show how accurately the algorithm generates heightfields, how fast the execution time is in certain con- figurations, and how the algorithm scales with different sets of input data. Results. The proposed algorithm, when run on an AMD Radeon RX 480 GPU, was shown to be both accurate and fast in certain configurations. At low voxelfield resolutions, it outperformed the reference algorithm on typical Recast reference models. The biggest performance gain was shown when the input contained large numbers of small triangles. The algorithm performs poorly when the input data has triangles that are big in relation to the size of the voxels, and an optional optimization was presented to address this issue. Another optimization was presented that further increases performance gain when many instances of the same mesh are voxelized. Conclusions. The objectives of the thesis were met. A fast, GPUbased algorithm for voxelization in Recast was presented, and conclusions about when it can outperform the reference algorithm were drawn. Possibilities for even greater performance gains were identified for future research.
author Brodén, Alexander
Pihl Bohlin, Gustav
author_facet Brodén, Alexander
Pihl Bohlin, Gustav
author_sort Brodén, Alexander
title Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization
title_short Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization
title_full Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization
title_fullStr Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization
title_full_unstemmed Towards Real-Time NavMesh Generation Using GPU Accelerated Scene Voxelization
title_sort towards real-time navmesh generation using gpu accelerated scene voxelization
publisher Blekinge Tekniska Högskola, Institutionen för kreativa teknologier
publishDate 2017
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14381
work_keys_str_mv AT brodenalexander towardsrealtimenavmeshgenerationusinggpuacceleratedscenevoxelization
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