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DESIGN.md

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Design Philosophy and Architecture

Principles

The design of Building Blocks is driven by a few guiding principles:

  • Real-Time Performance
    • The primary use case for Building Blocks is using voxel technology within a video game. This means it needs to be fast. For example, we want to be able to generate meshes for millions of voxels per frame (16.6 ms).
    • Critical algorithms must be benchmarked with Criterion so we can guide optimization with evidence.
  • Composable APIs
    • APIs are more powerful when they are generic. You will find many examples of generic APIs that require the input types to implement some traits.
    • This is most prevalent in the storage crate, where we desire all of the lattice map types to be accessible through the same core set of traits. This results in a very powerful function, copy_extent, which works with all implementations of the ReadExtent and WriteExtent traits.
  • KISS (Keep It Simple Stupid)
    • There are many complex data structures and algorithms used in voxel technology. While they certainly all serve a purpose, it is not feasible for contributors to understand and implement all of them at the very inception of this project.
    • Any increase in complexity of this library, usually by adding a new data structure or algorithm, must solve a specific problem for end users. And we should find the simplest solution to that problem such that the increase in complexity is minimal.
    • You might find your favorite voxel technology missing from the existing feature set or road map. This is probably just because no one has found a need for it yet. We are open to contributions, but keep the KISS principle in mind when considering what problem you are solving.
  • Minimal Dependencies
    • Rather than taking on large dependencies like nalgebra, ncollide, ndarray, etc, we will first try to implement the simplest version of what is needed ourselves.
    • Integrations with 3rd party dependencies are exposed under feature flags to avoid bloat.
    • There is always a judgement call when determining if we should take on a dependency. The main considerations are build time, difficulty of "rolling our own," and of course the full feature set and performance of the dependency.

Architecture

Noting the above principles, here is a quick summary of the design decisions which brought about the current feature set:

  • Mathematical Data Types
    • A voxel world can be modeled mathematically as a function over a 3-dimensional integer lattice, i.e. with domain Z^3. Thus we have a Point3i type which serves as the main coordinate set.
    • When considering a subset of the voxel world, in coordinates, we very commonly desire an axis-aligned bounding box, which may contain any bounded subset. It is very simple to iterate over all of the points in such a box, find the intersection of two boxes, or check if the box contains a point. We call these boxes by the name Extent3i.
  • Storage
    • Any extent of the voxel world function can be simply represented as a 3-dimensional array. We call it Array3. Arrays contain some data at every point in some Extent3i. The most common operations on arrays are iteration over extents and random access. These operations should be very fast, and we have benchmarks for them.
    • In most cases, the full extent of a voxel world will be only sparsely populated, and it is desirable to store only voxels close to "volume surfaces," whatever that may mean in a particular application. So we partition the lattice into chunks, each of which is an Array3 of the same shape. Only chunks that capture some part of the surface are stored. The container for these chunks is called a ChunkMap3.
    • With both the Array3 and ChunkMap3 serving similar purposes, we've made them implement a common set of traits for data access. This includes random access, iteration, and copying, using the Get*, ForEach*, ReadExtent, and WriteExtent traits.
    • When you have large voxel worlds, it's not feasible to store a lot of unique data for every voxel. A common strategy is to have each voxel labeled with some "type" identifier. If you only want to use a single byte for each voxel's type ID, then you can have up to 256 types of voxels. Then each type can have a large amount of data associated with it in a "palette" container. But we still want to be able to use our common set of access traits to read the voxel type data. Thus, we have a type called TransformMap which implements those traits. TransformMap wraps some other lattice map, referred to as the "delegate," and any access will first go through the delegate, then be transformed by an arbitrary Fn(T) -> S chosen by the programmer. This transformation closure is where we can access the palette based on the voxel type provided by the delegate map.
    • Even with only a couple bytes per voxel, we can still use up lots of memory on large voxel maps. One simple way to save memory without changing the underlying array containers is to use compression on chunks. In order to avoid decompressing the same chunks many times, LRU caching is used so that the working set can stay decompressed. This functionality is encapsulated in the CompressibleChunkStorage.
    • To make chunk compression optional, we made ChunkMap take a new chunk storage type parameter that can implement ChunkStorage. This makes it so ChunkMaps can work with any kind of backing storage, be it a simple hash map or something more complex.
    • Due to the requirement for level of detail, hierarchical structures were added, resulting in a name change from ChunkMap to ChunkTree. The ChunkTree and chunk storages were extended to support storing chunks at multiple levels of detail as well as downsampling chunk data. While a tree structure was added, it remains useful for random access workloads, since all of the nodes ultimately live in storages that act like hash maps.
  • Meshing
    • There are many ways of generating meshes from voxel data. You can make each occupied voxel into a cube, which gives the classis Minecraft aesthetic. Or you can store geometric information, commonly referred to as "signed distances" or "hermite data," at each voxel in order to approximate smooth surfaces. We would like to support both schemes.
    • For cubic meshes, the fastest algorithm we know of to produce efficient meshes is coined as "Greedy Meshing" by the 0fps blog.
    • For smooth meshes, the most pervasive algorithm is Marching Cubes which is referred to as a "primal method." Marching Cubes places vertices on the edges of a voxel and constructs an independent mesh component for each voxel. There are also "dual methods," which place vertices on the interior of each voxel and connect them using a subset of the dual graph of the voxel lattice. We have found (Naive) Surface Nets, a dual method, to be simpler to implement, just as fast, and it produces meshes with fewer vertices at the same resolution as Marching Cubes.
    • Another dual method, "Dual Contouring of Hermite Data," is essentially the same as Surface Nets, but it optimizes quadratic error functions (QEFs) to place vertices in more accurate locations, which helps with reproducing sharp features. This algorithm is rather difficult to optimize, so we are consciously taking it off the table in the near term.
    • While 3D voxel data is required for meshes with arbitrary topologies, one can choose to constrain themselves to a simpler planar topology and reap performance benefits, both in terms of space and time. A surface with planar topology can be modeled with a 2-dimensional function commonly referred to as a "height map." While we could represent a height map with an Array3 where one of the dimensions has size 1, it leads to awkward code. Thus, we generalized all of the core data types to work in both 2 and 3 dimensions, which gives us the Array2 type, capable of cleanly representing a height map. We've also implemented a meshing algorithm for height maps.
    • For large maps, using a single lattice resolution for meshes will quickly eat up GPU resources. We must have a level of detail solution to solve this problem. This can be a complex issue, but for now we have settled on using multiresolution Surface Nets, which involves downsampling the lattice to conform to a clipmap structure. On LOD boundaries, we will need the higher resolution chunk to be aware of the faces where it borders a chunk of half resolution so that it can create the appropriate boundary mesh. This algorithm is essentially the same as dual contouring of an octree, except we do so on uniform grids for performance reasons.