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📁 3D游戏编程领域专家撰写的启迪性文章之一
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		<HTML>		<HEAD>		<TITLE>Poly Sorting Algorithms</TITLE>		</HEAD>		<BODY bgcolor="#FFFFFF" TEXT="#000000" LINK="#666699" ALINK="#000000" VLINK="#666699">		<table bgcolor="#666699" BORDER=0 CELLPADDING=5 CELLSPACING=0 WIDTH=640>		<TR>		<TD align="left" bgcolor="#666699" width="90%">		<font face="arial" color="#FFFFFF"><b>Poly Sorting Algorithms</b></font>		</TD>		<TD bgcolor = "#000000" align="right">	<a href="math.htm"><font color="#FFFFFF" face="arial"><b>Back</b></a></font></TD>		</TR>		</table>          <center><br>          <center>				<table border="0" cellpadding="10" cellspacing="0">		<tr>		<td>          <br><br><pre>                             OTMSORT.TXT - Sorting algorithms for 3d graphics        released 2-20-95        by Voltaire/OTM [Zach Mortensen]        email -        mortens1@nersc.govINTRODUCTION                During the past month, I have received many inquiries        concerning sorting algorithms used in 3d engines, which are the        fastest, etc.  I figured I could save myself some IRC and email        writing time by compiling a text on the matter that would        explain everything in a concise manner.  In this text, I will        describe various sorting algorithms, and the pros and cons of        each.  This primarily covers variations of the radix sort,        which I have found to be the fastest algorithm.                A fast sort is critical to a fast 3d engine, perhaps        even more critical than a fast poly fill.  In the first version        of my 3d engine, I implemented a linear sort (quite a misnomer        actually).  When I began optimizing, I found that the sort was        a huge bottleneck.  After I switched to a z-buffered drawing        scheme which eliminated the sorting algorithm, my code ran        about 7 times faster than it had before.                I quickly discovered that z-buffering was not the        fastest method either.  It requires an enormous amount of        memory accesses per polygon, which can be very very slow on a        machine without a fast bus and writeback cache.  I needed to        find an algorithm that would allow me to sort my polygons with        the fewest number of memory accesses.                The radix sort was the answer I had been looking for.        The radix sort is adventageous over all other sorting        algorithms because its sorting time as a function of the number        of data to be sorted is linear.  The sorting time as a function        of number of data in most commonly used sorts is exponential,        which causes a tremendous slowdown when a large number of        polygons are being sorted.THE BUBBLE SORT        Here is an example of a bubble sort                for (count = 0; count < numData; count++)                    for (index = 0; index = numData; index++)                        if (data[count] > data[index])                            swap(data[count], data[index]);                This is by far the simplest sorting algorithm known to        man.  It is also the most inefficient sorting algorithm that        could possibly be used, literally.  In the bubble sort, each        element of the set is compared with all other elements,        yeilding a total of numData * numData iterations through the        sorting loops.  As you can see, this is a quadratic function.        By doubling the number of data to be sorted with a bubble sort,        the sorting time increases FOUR TIMES.  The bubble sort is a        definite no no if you are remotely interested in speed.THE "LINEAR" SORT                The linear sort was taught to me in my High School        pascal class.  It was a much faster sort than the bubble sort        in our examples which required us to sort a set of not more        than 20 numbers, so it was the first sort I implemented in my        3d code.  However, a closer look shows that it is nothing more        than a slight variation of the bubble sort algorithm, with a        slight increase in the performance.                for (count = 0; count < numData; count++)                {                    x = count;                    for (index = count + 1; index < numData; index++)                        if (data[index] > data[x])                            x = index;                    if (x > count)                        swap(data[x], data[count]);                }                This algorithm yeilds numData iterations through the        outer loop, with an average of (numData / 2) iterations through        the inner loop per outer loop iteration.  Therefore, the total        number of iterations through the inner loop is (numData *        numData) / 2.  This total is half the total of the bubble sort,        but it is still a quadratic relationship.  By doubling the        number of data, the sort time is doubled.  This seems to be a        linear increase (hence the name linear sort), but it is not.        If the size of the data is increased by a factor of 4, the sort        time is increased by a factor of 8 (4 * 4 / 2).  An increase by        a factor of 8 in the size of the data will result in the sort        time increasing by a factor of 32 (8 * 8 / 2). So, this sort is        nearly as bad as the bubble sort when sorting VERY large data        sets.THE RADIX SORT                If you have never heard of the radix sort, you are not        alone.  If you learned about the radix sort in a programming        class and thought it was totally useless, you are like I was.        The way the radix sort is usually taught in classes is        efficeint for everything but computers.  This is because the        textbooks usually use base 10 (decimal), which is extremely        foreign and difficult to implement in a computer.  The idea        behind a radix sorting algorithm is to sort the data by each        radix, starting with the least significant and moving to the        most significant.  This is best illustrated by an example.                First off, it helps to define radix.  A radix is a        'place' in a number.  The base 10 radices have common names (1s        place, 10s place, 100s place, etc), but the concept can be        extended to numbers of any base.  Consider the base 10 number        32768.  The value of the first (least significant) radix is 8,        the second is 6, the third is 7, the fourth is 2, and the fifth        is 3.  Now consider the base 16 (hexadecimal) number 3f8.  The        value of the first radix is 8, the second is f, the third is 3.        Now the following example will make a bit more sense.        base 10 radix sort example        data           |first          |second        set            |pass           |pass        ---------------+---------------+---------------                       |               |        12             |09             |83        65             |38             |73        44             |37             |65        37             |65             |44        03             |44             |38        38             |03             |37        83             |83             |12        09             |73             |09        73             |12             |03                The first pass through a radix sorting algorithm deals        ONLY with the least significant radix (in base 10, the least        significant radix is the one's place).  The data is sorted from        greatest to least (or least to greatest depending on the        application) based on the least significant radix.  After the        first pass, the data with the least significant radix of        greatest value is at the top of the list.                The second pass is similar to the first, with the        exception that the resultant data from the first pass is sorted        (NOT the original data), and the data is sorted based on the        second radix.  It is extremely important to preserve the order        of the previous pass, so make sure to traverse the list the        same way the original data was traversed in the first pass (in        this case, top to bottom).                Any additional passes to sort additional radices are        performed in the same manner, by sorting the data from the        previous pass with respect to the radix in question.                The radix sort has an advantage over the other sorts        presented here, because its sort time as a function of number        of data is linear.  The number of iterations needed in a radix        sort is given by (numData * numRadices) where numRadices is        constant for the entire data set.THE BIT SORT (BASE 2 RADIX SORT)                Now that we have an algorithm that gives a linear        increase in the number of iterations needed to sort larger sets        of data, we need to find a way to make each iteration as fast        as possible.  This can be accomplished by changing the base in        which the data to be sorted is interpreted.  In base 10, we        have to go through each element of the set looking for a 9 in a        given radix, then look for an 8, etc.  This is quite slow, and        fairly difficult to implement on a computer.  A better approach        than using base 10 is to use base 2, where there are a total of        2 possible values for each radix (0 or 1).  It is very easy to        test whether or not a binary number contains a 1 in a given        place, this can be accomplished by an AND or TEST instruction.        Since there are only two possible values for a radix of base 2,        it is also extremely easy to sort from greatest to least based        on a given radix.  Simply put all the '1' radices at the top        and all the '0's at the bottom.  Here is some example code for        the bit sort applied to 16 bit data:        // this requires two temporary arrays of [numData] elements,        // one for 1s and one for 0s        short data[];                   // 16 bit data in this example        short oneArray[numData];        short zeroArray[numData];        int numOnes;        int numZeros;        int mask = 1;        for (count = 0; count < 16; count++)        {            numOnes = 0;            numZeros = 0;            for (index = 0; index < numData; index++)            {                if (data[index] & mask)                {                    oneArray[numOnes] = data[index];                    numOnes++;                }                else                {                    zeroArray[numZeros] = data[index];                    numZeros++;

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