我正在尝试实现一个八叉树,为此,我需要一个快速的 AABB 射线相交算法。经过一番搜索,我发现了这篇似乎提供了这一点的论文。从这里提供的源代码中,我将pluecker_cls_cff
函数翻译为 C#,如下所示:
public bool Intersect_2(ref RayPluecker r)
{
switch (r.Classification)
{
// 7 same-ish cases snipped
case Classification.PPP:
return !((r.Position.X > this.Max.X) || (r.Position.Y > this.Max.Y) || (r.Position.Z > this.Max.Z) ||
(r.PlueckerCoefficient.X + r.Direction.X * this.Max.Y - r.Direction.Y * this.Min.X < 0) ||
(r.PlueckerCoefficient.X + r.Direction.X * this.Min.Y - r.Direction.Y * this.Max.X > 0) ||
(r.PlueckerCoefficient.Y + r.Direction.X * this.Min.Z - r.Direction.Z * this.Max.X > 0) ||
(r.PlueckerCoefficient.Y + r.Direction.X * this.Max.Z - r.Direction.Z * this.Min.X < 0) ||
(r.PlueckerCoefficient.Z - r.Direction.Z * this.Min.Y + r.Direction.Y * this.Max.Z < 0) ||
(r.PlueckerCoefficient.Z - r.Direction.Z * this.Max.Y + r.Direction.Y * this.Min.Z > 0));
}
return false;
}
这似乎工作正常,但对我来说似乎相当慢(250 毫秒来做 1000 万次相交)所以我尝试了一些不同品种的微基准测试。一方面,我删除了return
声明之后的否定并反转了所有比较(>
反之亦然<
)。
下雪了:
case Classification.PPP:
return ((r.Position.X < this.Max.X) || (r.Position.Y < this.Max.Y) || (r.Position.Z < this.Max.Z) ||
(r.PlueckerCoefficient.X + r.Direction.X * this.Max.Y - r.Direction.Y * this.Min.X > 0) ||
(r.PlueckerCoefficient.X + r.Direction.X * this.Min.Y - r.Direction.Y * this.Max.X < 0) ||
(r.PlueckerCoefficient.Y + r.Direction.X * this.Min.Z - r.Direction.Z * this.Max.X < 0) ||
(r.PlueckerCoefficient.Y + r.Direction.X * this.Max.Z - r.Direction.Z * this.Min.X > 0) ||
(r.PlueckerCoefficient.Z - r.Direction.Z * this.Min.Y + r.Direction.Y * this.Max.Z > 0) ||
(r.PlueckerCoefficient.Z - r.Direction.Z * this.Max.Y + r.Direction.Y * this.Min.Z < 0));
这应该给出相同的结果,对吧?看起来是这样,因为它返回与带有几个测试用例的否定版本相同的结果。然而,在基准测试中,它快了 5 倍(50 毫秒完成 1000 万次相交)!我确定它没有被优化,我的基准看起来像这样:
for (int i = 0; i < 10000000; i++)
{
if (!box.Intersect_3(ref ray))
{
throw new Exception();
}
}
什么可以解释这种巨大的差异?我在 x86 上运行 .NET 4.0。