2022-09-04 12:46:09 -04:00

18 KiB

— title: "(post on procedural meshes needs a title)" author: Chris Hodapp date: "2021-07-27" tags:

  • procedural graphics

draft: true —

Context Free is one of my favorite projects since I discovered it about 2010. It's one I've written about before, played around in (see some of the images below), presented on, as well as re-implemented myself in different ways (see: Contextual). That is sometimes because I wanted to do something Context Free couldn't, such as make it realtime and interactive, and sometimes because implementing its system of recursive grammars and replacement rules can be an excellent way to learn things in a new language. (I think it's similar to L-systems, but I haven't yet learned those very well.)

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I've also played around in 3D graphics, particularly raytracing, since about 1999 in PolyRay and POV-Ray… though my few surviving renders from 1999 are mostly garbage. POV-Ray is probably what led me to learn about things like procedural geometry and textures, especially implicit surfaces and parametric surfaces, as its scene language is full of constructs for that. Below is one of my procedural POV-Ray scenes from experimenting back in 2005, and though I hadn't heard of Context Free at that point (if it even existed) I was already trying to do similar things in a sort of ad-hoc way.

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Naturally, this led me to wonder how I might extend Context Free's model to work more generally with 3D geometry, and let me use it to produce procedural geometry.

Structure Synth of course already exists, and is a straightforward generalization of Context Free's model to 3D (thank you to Mikael Hvidtfeldt Christensen's blog Syntopia, another of my favorite things ever, for introducing me to it awhile ago). See also BrowserSynth. However, at some point I realized they weren't exactly what I wanted. Structure Synth lets you combine together 3D primitives to build up a more complex scene - but doesn't try to properly handle any sort of joining of these primitives in a way that respects many of the 'rules' of geometry that are necessary for a lot of tools, like having a well-defined inside/outside, not being self-intersecting, being manifold, and so forth.

Here are a few images from an hour or two of my dabbling in Structure Synth - one Blender screenshot, and two appleseed renders from when I was trying to work with it:

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That's a "Hello World"-tier design I try out when something gives me geometric transforms and recursion. The first image (the Blender one) should show the bits of unconnected and half-connected and self-intersecting geometry - that is what I wanted to work around. You can look at this and say, "That really makes no difference, and Structure Synth is capable of anything you practically want to create, but you're just searching for something to nitpick and complain about so that you have a justification for why you reinvented it badly," and you're probably more right than wrong, but you're also still reading, so the joke's on you.

Tools like OpenSCAD, based on CGAL, handle the details of this, and I suspect that Open CASCADE (thus FreeCAD) also does. In CAD work, it's crucial. Here's something similar I threw together in OpenSCAD with the help of some automatically generated code:

{{< gallery >}} {{< figure resources="openscad-mesh.png">}} {{< figure resources="openscad-mesh2.png">}} {{< /gallery >}}

In the second image you can see how it properly handled intersecting geometry, and facetizing the curve I purposely stuck in there. The mesh looks great, but I quickly ran into a problem: OpenSCAD scales pretty poorly with this level of complexity - and as far as that goes, this geometry is even fairly mild. This really isn't surprising, as tools like this were made for practical applications in CAD, and not so much for my silly explorations in procedural art.

But wait! Implicit surfaces handle almost all of this well! (Or see any of the related-but-not-identical things around this, e.g. F-Reps or distance bounds or distance fields or SDFs or isosurfaces…) They express CSG operations, they can be rendered directly on the GPU via shaders, operations like blending shapes or twisting them are easy, and when generalized to things like distance functions, they can be used to render shapes like fractals that are infinitely complex and lack an analytical formula for the surface, like the Mandelbulb. For more on this, see Syntopia again, or nearly anything by Inigo Quilez, or look up raymarching and sphere tracing, or see nTopology, or Matt Keeter's work with libfive and MPR. They're pure magic, they're wonderfully elegant, and I'll probably have many other posts on them. (TODO: Link to my CS6460 stuff)

Many renderers can render implicit surfaces directly. Shadertoy is full of user-created examples of ad-hoc realtime rendering of implicit surfaces, mostly in the form of sphere tracers, done completely in GLSL. Keeter's work on MPR is all about realtime rendering of a similar sort, but in a much more scalable way. The appleseed renderer can do it via a custom object via a plugin. POV-Ray, as mentioned before, also handles them nicely with its Isosurface Object. That is what I used below in yet another of my 2005 experiments:

{{< figure page="images" resources="portfolio/2005-07-05-spiral-isosurface2.jpg">}}

Many renderers don't handle implicit surfaces at all. Blender's renderers, Cycles and Eevee, are among them. Using implicit surfaces there means converting them to a form of geometry that Blender can handle - typically a polygon mesh.

This leads to a pretty big issue: turning implicit surfaces to good meshes for rendering is a huge pain. If you don't believe me, believe Matt Keeter in his paper on MPR when he says, "There is significant literature on converting implicit surfaces into meshes for visualization. Having implemented many of these algorithms, we've found it extremely difficult to make them robust." I'd love to tell you that I saw this advice before wasting my time trying to turn implicit surfaces to meshes, first with various libraries and then with ad-hoc conversions and optimizations of my own, but I didn't. For comparison, POV-Ray raytraced the above example comfortably on a machine with 512 MB of RAM, and that's at 4000x3000 resolution - while I've had very limited success at turning this particular implicit surface to a polygon mesh good enough to produce anywhere near a comparable render, and that fits in 32 GB of RAM.

I may have other posts talking about my failures here, but for now, take it on faith: things like this are why I gave up trying to use implicit surfaces for this project. (TODO: Make those posts.)

With these limitations in mind, around 2018 June I had started jotting some ideas down. The gist is that I wanted to create "correct-by-construction" meshes from these recursive grammars. By that, I meant: incrementally producing the desired geometry as a mesh, polygon-by-polygon, in such a way that guarantees that the resultant mesh has the desired detail level, is a manifold surface, and that it is otherwise a well-behaved mesh (e.g. no degenerate triangles, no self-intersection, no high-degree vertices, no triangles of extreme angles) - rather than attempting to patch up the mesh after its creation, or subdividing it to the necessary detail level. For something similar to what I mean (though I didn't have this in mind at the start), consider the marching cubes algorithm, which is guaranteed to produce closed, manifold meshes.

(TODO: Illustrate this somehow)

The form it took in my notes was in sort of "growing" or "extruding" a mesh per these recursive rules, building in these guarantees (some of them at least) by way of inductive steps.

My meandering path to implementing it went something like this:

  • Wrote some very ad-hoc Python to generate a mesh of a parametric conversion of my annoying spiral isosurface from 2005 by breaking it into planar "slices" or "frames", which move along the geometry and then are connected together at corresponding vertices. (TODO: Add link to the automata_scratch repo, whatever it's renamed to)
  • Explored thi.ng/geom and pretty quickly gave up - but in the process, discovered Parallel Transport Approach to Curve Framing.
  • Implemented that paper in Python, reusing the basic model from my prior code. (See parallel_transport)
  • Again continued with this model, allowing more arbitrary operations than parallel frame transport, eventually integrating most of what I wanted with the recursive grammars. (See automata_scratch/python_extrude_meshgen)
  • Kept running into limitations in python_extrude_meshgen, and start Prosha in Rust - partly as a redesign/rewrite to avoid these limitations, and partly because I just wanted to learn Rust.
  • Realized that Rust is the wrong tool for the job, and rewrote again in Python but with a rather different design and mindset.

(this is, of course, ignoring many other tangents with things like shaders)

(TODO: Maybe split these off into sections for each one? That'd make explanations/pictures easier.)

(TODO: The whole blog post is about my meandering path and should probably include some Structure Synth things as part of this)

I put some serious effort into Prosha and was conflicted on shelving the project indefinitely, but the issues didn't look easily solvable. Part of those issues were implementation issues with Rust - not that Rust could have really done anything "better" here, but that it just wasn't the right tool for what I was doing. In short, I had spent a lot of that effort trying to badly and unintentionally implement/embed a Lisp inside of Rust instead of just picking a Lispier language, or perhaps using an embeddable Rust-based scripting language like Koto or Rhai. I had ignored that many things that functional programming left me very accustomed to - like first-class functions and closures - were dependent on garbage collection. When I realized this and did a big refactor to remove this entire layer of complexity, I was left with very little "core" code - just a handful of library functions, and the actual recursive rules for the geometry I was trying to generate. That's good and bad: things were much simpler and vastly faster, but also, it felt like I had wasted quite a lot of time and effort. I have some more detailed notes on this in the Prosha repository.

Part of the issues also weren't Rust implementation issues - they were deeper issues with my original "correct-by-construction" mesh idea being half-broken. It half-worked: I was able to produce closed, manifold meshes this way, and it could be tedious, but not that difficult. However, all of my attempts to also produce "good" meshes this way failed miserably.

(TODO: Can I find examples of this?)

The crux is that the recursive rules I used for generating geometry (inspired heavily by those in Context Free) were inherently based around discrete steps, generating discrete entities, like vertices, edges, and face, and it made no sense to "partially" apply a rule, especially if that rule involved some kind of branching - but I kept trying to treat it as something continuous for the sake of being able to "refine" the mesh to as fine of detail as I wanted. Further, I was almost never consistent with the nature of this continuity: sometimes I wanted to treat it like a parametric curve (one continuous parameter), sometimes I wanted to treat it like a parametric surface (two continuous parameters), sometimes I wanted to treat it like an implicit surface (with… theoretically two continuous parameters, just not explicit ones?). It was a mess, and it's part of why my Prosha repository is a graveyard of branches.

The recursive rules were still excellent at expressing arbitrarily complex, branching geometry - and I really wanted to keep this basic model around somehow. After some reflection, I believed that the only way to do this was to completely separate the process of meshing (refinement, subdivision, facetization…) from the recursive rules.

This would have been obvious if I read the guides from OpenSubdiv instead of reimplementing it badly. Their subdivision surface documentation covers a lot, but I found it incredibly clear and readable. Once I understood how OpenSubdiv was meant to be used, it made a lot of sense: I shouldn't be trying to generate the "final" mesh, I should be generating a mesh as the control cage, which guides the final mesh. Further, I didn't even need to bother with OpenSubdiv's C++ API, I just needed to get the geometry into Blender, and Blender would handle the subdivision on-demand via OpenSubdiv.

One minor issue is that this control cage isn't just a triangle mesh, but a triangle mesh plus edge creases. I needed a way to get this data into Blender. However, the only format Blender can read edge creases from is Alembic. Annoyingly, its documentation is almost completely nonexistent, the Cask bindings still have spotty Python 3.x support, and when I tried to run their example code to produce some files, and Blender was crashing when importing them…. and this is all a yak to shave another day. I instead generated the mesh data directly in Blender (via its Python interpreter), added it to the scene, and then set its creases via its Python API.

After the aforementioned refactor in Prosha, I was able to quickly translate the Rust code for most of my examples into Python code with the help of some library code I'd accumulated from the past projects. Debugging this mostly inside Blender also made the process vastly faster. Further, because I was letting Blender handle all of the heavy lifting with mesh processing (and it in turn was using things like OpenSubdiv), the extra overhead of Python compared to Rust didn't matter - I was handling so much less data because I was generating only a control cage, not a full mesh.

I'm still a little stuck at how to build higher 'geometric' abstractions here and compose them. I have felt like most of the model couples me tightly to low-level mesh constructs - while Context Free and Structure Synth definitely don't have this problem. This is particularly annoying because a lot of the power of these recursive grammars comes from their ability to be abstracted away and composed.