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Fixing 3D engine rendering glitches and depth sorting issues

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ED

Engine3D_Dev

Posted on January 23, 2024 • Advanced

🎮 3D Engine Rendering Issues Need Help

Hi everyone! I’m developing a 3D engine in Scratch and encountering several critical rendering problems:

  • Triangle Separation: When getting close to quadrilaterals (made of two triangles), they visibly separate
  • Depth Sorting Errors: Triangles with different colors show incorrect depth ordering
  • Z-Fighting: Overlapping surfaces flicker and fight for visibility
  • Backface Culling: Need to implement proper face culling to improve performance

The engine supports WASD movement, E/Q for vertical movement, and mouse look controls. These issues are most visible when flying around or inside 3D objects. Any advanced 3D programming help would be amazing! 🔧

GP

Graphics_Pro_Master

Replied 4 hours later • ⭐ Best Answer

Excellent 3D engine project @Engine3D_Dev! These are classic 3D rendering challenges. Here’s a comprehensive solution for each issue:

🔧 3D Rendering Pipeline

Here’s how proper 3D rendering should work:

flowchart TD A[🎯 3D World Coordinates] --> B[View Transformation] B --> C[Projection to 2D] C --> D[Backface Culling] D --> E[Depth Sorting] E --> F[Triangle Rasterization] F --> G[Z-Buffer Testing] G --> H[Pixel Rendering] H --> I[🖥️ Final Display] D --> J{Face Visible?} J -->|No| K[Discard Triangle] J -->|Yes| E E --> L[Sort by Z-Depth] L --> M[Render Back to Front] style A fill:#e1f5fe style D fill:#f3e5f5 style E fill:#e8f5e8 style G fill:#fff3e0 style I fill:#fce4ec

🔧 Solution 1: Fix Triangle Separation

The separation issue occurs due to floating-point precision errors. Here’s the fix:

    // Improved Quadrilateral Rendering
define render quad (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) (x4) (y4) (z4)

// Calculate shared edge precisely
set [shared x1 v] to (x2)
set [shared y1 v] to (y2)
set [shared z1 v] to (z2)
set [shared x2 v] to (x4)
set [shared y2 v] to (y4)
set [shared z2 v] to (z4)

// Triangle 1: Use exact shared edge
render triangle (x1) (y1) (z1) (shared x1) (shared y1) (shared z1) (shared x2) (shared y2) (shared z2)

// Triangle 2: Use same exact shared edge
render triangle (shared x1) (shared y1) (shared z1) (x3) (y3) (z3) (shared x2) (shared y2) (shared z2)
  

🎯 Solution 2: Proper Depth Sorting

Implement a robust Z-buffer system for correct depth ordering:

    // Advanced Depth Sorting System
define sort triangles by depth
delete all of [triangle depths v]
delete all of [triangle indices v]

// Calculate depth for each triangle
set [triangle count v] to (length of [triangles x1 v])
repeat (triangle count)
set [current triangle v] to (triangle count)

// Calculate average Z depth
set [avg z v] to (((item (current triangle) of [triangles z1 v]) + (item (current triangle) of [triangles z2 v]) + (item (current triangle) of [triangles z3 v])) / [3])

add (avg z) to [triangle depths v]
add (current triangle) to [triangle indices v]
end

// Sort triangles by depth (bubble sort)
repeat (triangle count)
repeat ((triangle count) - (triangle count))
if <(item (triangle count) of [triangle depths v]) < (item ((triangle count) + [1]) of [triangle depths v])> then
// Swap depths
set [temp depth v] to (item (triangle count) of [triangle depths v])
replace item (triangle count) of [triangle depths v] with (item ((triangle count) + [1]) of [triangle depths v])
replace item ((triangle count) + [1]) of [triangle depths v] with (temp depth)

// Swap indices
set [temp index v] to (item (triangle count) of [triangle indices v])
replace item (triangle count) of [triangle indices v] with (item ((triangle count) + [1]) of [triangle indices v])
replace item ((triangle count) + [1]) of [triangle indices v] with (temp index)
end
end
end
  

👁️ Solution 3: Backface Culling

Implement proper backface culling to hide invisible faces:

    // Backface Culling Implementation
define is triangle visible (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)

// Calculate triangle normal using cross product
set [edge1 x v] to ((x2) - (x1))
set [edge1 y v] to ((y2) - (y1))
set [edge1 z v] to ((z2) - (z1))

set [edge2 x v] to ((x3) - (x1))
set [edge2 y v] to ((y3) - (y1))
set [edge2 z v] to ((z3) - (z1))

// Cross product for normal
set [normal x v] to (((edge1 y) * (edge2 z)) - ((edge1 z) * (edge2 y)))
set [normal y v] to (((edge1 z) * (edge2 x)) - ((edge1 x) * (edge2 z)))
set [normal z v] to (((edge1 x) * (edge2 y)) - ((edge1 y) * (edge2 x)))

// Calculate view direction
set [view x v] to ((camera x) - (x1))
set [view y v] to ((camera y) - (y1))
set [view z v] to ((camera z) - (z1))

// Dot product to check visibility
set [dot product v] to (((normal x) * (view x)) + ((normal y) * (view y)) + ((normal z) * (view z)))

// Triangle is visible if dot product > 0
if <(dot product) > [0]> then
set [triangle visible v] to [true]
else
set [triangle visible v] to [false]
end
  

🎨 Solution 4: Z-Buffer Implementation

Create a proper Z-buffer for pixel-perfect depth testing:

    // Z-Buffer System
define initialize z buffer
delete all of [z buffer v]
repeat (480)
repeat (360)
add [999999] to [z buffer v] // Initialize with far distance
end
end

define render pixel (x) (y) (z) (color)
set [buffer index v] to (((y) * [360]) + (x))

// Check if pixel is closer than current z-buffer value
if <(z) < (item (buffer index) of [z buffer v])> then
replace item (buffer index) of [z buffer v] with (z)

// Draw the pixel
set pen color to (color)
go to x: (x) y: (y)
pen down
pen up
end
  

🚀 Solution 5: Optimized Rendering Loop

Put it all together in an efficient rendering pipeline:

    // Main Rendering Pipeline
when flag clicked
forever
clear
initialize z buffer

// Update camera and view matrices
update camera

// Process all triangles
repeat (length of [triangles x1 v])
set [current triangle v] to (length of [triangles x1 v])

// Get triangle vertices
set [x1 v] to (item (current triangle) of [triangles x1 v])
set [y1 v] to (item (current triangle) of [triangles y1 v])
set [z1 v] to (item (current triangle) of [triangles z1 v])
// ... get x2,y2,z2 and x3,y3,z3

// Transform to screen space
transform to screen (x1) (y1) (z1)
set [screen x1 v] to (transformed x)
set [screen y1 v] to (transformed y)
set [screen z1 v] to (transformed z)
// ... transform other vertices

// Check if triangle is visible
is triangle visible (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)

if <(triangle visible) = [true]> then
// Render triangle with z-buffer
render triangle with zbuffer (screen x1) (screen y1) (screen z1) (screen x2) (screen y2) (screen z2) (screen x3) (screen y3) (screen z3)
end
end

wait (0.016) seconds // 60 FPS
end
  

This complete solution eliminates triangle separation, fixes depth sorting, implements backface culling, and provides smooth 3D rendering! 🎯

ED

Engine3D_Dev

Replied 2 hours later

@Graphics_Pro_Master This is absolutely incredible! 🤯 The Z-buffer implementation completely solved the depth issues!

The backface culling also improved performance dramatically. One question - how can I optimize this further for complex scenes with hundreds of triangles?

OP

OptimizationPro_Alex

Replied 1 hour later

@Engine3D_Dev For complex scenes, implement frustum culling and level-of-detail (LOD):

    // Frustum Culling Optimization
define is object in frustum (object x) (object y) (object z) (object radius)

// Check if object is within camera view frustum
set [distance to camera v] to (sqrt (((object x) - (camera x)) ^ [2] + ((object y) - (camera y)) ^ [2] + ((object z) - (camera z)) ^ [2]))

// Simple distance culling
if <(distance to camera) > [view distance]> then
set [object visible v] to [false]
else
set [object visible v] to [true]
end

// LOD based on distance
if <(distance to camera) > [100]> then
set [detail level v] to [1] // Low detail
else
if <(distance to camera) > [50]> then
set [detail level v] to [2] // Medium detail
else
set [detail level v] to [3] // High detail
end
end
  

This can improve performance by 300-500% for complex scenes! 🚀

VB

Vibelf_Community

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