#include "Environment.h" #include "GvsPreprocessor.h" #include "GlRenderer.h" #include "VssRay.h" #include "ViewCellsManager.h" #include "Triangle3.h" #include "IntersectableWrapper.h" #include "Plane3.h" #include "RayCaster.h" #include "Exporter.h" #include "SamplingStrategy.h" namespace GtpVisibilityPreprocessor { struct VizStruct { Polygon3 *enlargedTriangle; Triangle3 originalTriangle; VssRay *ray; }; static vector vizContainer; GvsPreprocessor::GvsPreprocessor(): Preprocessor(), //mSamplingType(SamplingStrategy::DIRECTION_BASED_DISTRIBUTION), mSamplingType(SamplingStrategy::DIRECTION_BOX_BASED_DISTRIBUTION), mSampleContriPerPass(0), mTotalSampleContri(0), mReverseSamples(0), mBorderSamples(0) { Environment::GetSingleton()->GetIntValue("GvsPreprocessor.totalSamples", mTotalSamples); Environment::GetSingleton()->GetIntValue("GvsPreprocessor.initialSamples", mInitialSamples); Environment::GetSingleton()->GetIntValue("GvsPreprocessor.samplesPerPass", mSamplesPerPass); Environment::GetSingleton()->GetFloatValue("GvsPreprocessor.epsilon", mEps); Environment::GetSingleton()->GetFloatValue("GvsPreprocessor.threshold", mThreshold); Debug << "Gvs preprocessor options" << endl; Debug << "number of total samples: " << mTotalSamples << endl; Debug << "number of initial samples: " << mInitialSamples << endl; Debug << "number of samples per pass: " << mSamplesPerPass << endl; Debug << "threshold: " << mThreshold << endl; Debug << "eps: " << mEps << endl; mStats.open("gvspreprocessor.log"); } bool GvsPreprocessor::CheckDiscontinuity(const VssRay ¤tRay, const Triangle3 &hitTriangle, const VssRay &oldRay) { const float dist = Magnitude(oldRay.GetDir()); const float newDist = Magnitude(currentRay.GetDir()); #if 0 if ((dist - newDist) > mThresHold) #else // rather take relative distance if ((dist / newDist) > mThreshold) #endif { VssRay *newRay = ReverseSampling(currentRay, hitTriangle, oldRay); // set flag for visualization newRay->mFlags |= VssRay::ReverseSample; // ray is not pushed into the queue => can delete ray if (!HandleRay(newRay)) delete newRay; return true; } return false; } bool GvsPreprocessor::HandleRay(VssRay *vssRay) { const bool storeRaysForViz = true; mViewCellsManager->ComputeSampleContribution(*vssRay, true, storeRaysForViz); // some pvs contribution for this ray? if (vssRay->mPvsContribution > 0) { // add new ray to ray queue mRayQueue.push(vssRay); if (storeRaysForViz) { ViewCellContainer::const_iterator vit, vit_end = vssRay->mViewCells.end(); for (vit = vssRay->mViewCells.begin(); vit != vit_end; ++ vit) { VssRay *nray = new VssRay(*vssRay); (*vit)->GetOrCreateRays()->push_back(nray); } } //mVssRays.push_back(new VssRay(*vssRay)); ++ mSampleContriPerPass; return true; } return false; } /** Creates 3 new vertices for triangle vertex with specified index. */ static void CreateNewVertices(VertexContainer &vertices, const Triangle3 &hitTriangle, const VssRay &ray, const int index, const float eps) { const int indexU = (index + 1) % 3; const int indexL = (index == 0) ? 2 : index - 1; const Vector3 a = hitTriangle.mVertices[index] - ray.GetOrigin(); const Vector3 b = hitTriangle.mVertices[indexU] - hitTriangle.mVertices[index]; const Vector3 c = hitTriangle.mVertices[index] - hitTriangle.mVertices[indexL]; const float len = Magnitude(a); const Vector3 dir1 = Normalize(CrossProd(a, b)); //N((pi-xp)×(pi+1- pi)); const Vector3 dir2 = Normalize(CrossProd(a, c)); // N((pi-xp)×(pi- pi-1)) const Vector3 dir3 = DotProd(dir2, dir1) > 0 ? // N((pi-xp)×di,i-1+di,i+1×(pi-xp)) Normalize(dir2 + dir1) : Normalize(CrossProd(a, dir1) + CrossProd(dir2, a)); // compute the new three hit points // pi, i + 1: pi+ e·|pi-xp|·di, j const Vector3 pt1 = hitTriangle.mVertices[index] + eps * len * dir1; // pi, i - 1: pi+ e·|pi-xp|·di, j const Vector3 pt2 = hitTriangle.mVertices[index] + eps * len * dir2; // pi, i: pi+ e·|pi-xp|·di, j const Vector3 pt3 = hitTriangle.mVertices[index] + eps * len * dir3; vertices.push_back(pt2); vertices.push_back(pt3); vertices.push_back(pt1); } void GvsPreprocessor::EnlargeTriangle(VertexContainer &vertices, const Triangle3 &hitTriangle, const VssRay &ray) { CreateNewVertices(vertices, hitTriangle, ray, 0, mEps); CreateNewVertices(vertices, hitTriangle, ray, 1, mEps); CreateNewVertices(vertices, hitTriangle, ray, 2, mEps); } static Vector3 CalcPredictedHitPoint(const VssRay &newRay, const Triangle3 &hitTriangle, const VssRay &oldRay) { Plane3 plane(hitTriangle.GetNormal(), hitTriangle.mVertices[0]); const Vector3 hitPt = plane.FindIntersection(newRay.mTermination, newRay.mOrigin); return hitPt; } static bool EqualVisibility(const VssRay &a, const VssRay &b) { return a.mTerminationObject == b.mTerminationObject; } int GvsPreprocessor::SubdivideEdge(const Triangle3 &hitTriangle, const Vector3 &p1, const Vector3 &p2, const VssRay &x, const VssRay &y, const VssRay &oldRay) { // the predicted hitpoint expects to hit the same mesh again const Vector3 predictedHitX = CalcPredictedHitPoint(x, hitTriangle, oldRay); const Vector3 predictedHitY = CalcPredictedHitPoint(y, hitTriangle, oldRay); CheckDiscontinuity(x, hitTriangle, oldRay); CheckDiscontinuity(y, hitTriangle, oldRay); if (EqualVisibility(x, y)) { return 0; } else { cout << "s"; const Vector3 p = (p1 + p2) * 0.5f; SimpleRay sray(oldRay.mOrigin, p - oldRay.mOrigin); // cast ray into the new subdivision point VssRay *newRay = mRayCaster->CastRay(sray, mViewCellsManager->GetViewSpaceBox(), false); if (!newRay) return 0; newRay->mFlags |= VssRay::BorderSample; // add new ray to queue const bool enqueued = HandleRay(newRay); // subdivide further const int s1 = SubdivideEdge(hitTriangle, p1, p, x, *newRay, oldRay); const int s2 = SubdivideEdge(hitTriangle, p, p2, *newRay, y, oldRay); if (!enqueued) delete newRay; return s1 + s2 + 1; } } int GvsPreprocessor::AdaptiveBorderSampling(const VssRay ¤tRay) { cout << "a"; Intersectable *tObj = currentRay.mTerminationObject; Triangle3 hitTriangle; // other types not implemented yet if (tObj->Type() == Intersectable::TRIANGLE_INTERSECTABLE) { hitTriangle = dynamic_cast(tObj)->GetItem(); } else { cout << "not yet implemented" << endl; } VertexContainer enlargedTriangle; /// create 3 new hit points for each vertex EnlargeTriangle(enlargedTriangle, hitTriangle, currentRay); /// create rays from sample points and handle them SimpleRayContainer simpleRays; simpleRays.reserve(9); VertexContainer::const_iterator vit, vit_end = enlargedTriangle.end(); for (vit = enlargedTriangle.begin(); vit != vit_end; ++ vit) { const Vector3 rayDir = (*vit) - currentRay.GetOrigin(); SimpleRay sr(currentRay.GetOrigin(), rayDir); simpleRays.AddRay(sr); } if (0) { VizStruct dummy; dummy.enlargedTriangle = new Polygon3(enlargedTriangle); dummy.originalTriangle = hitTriangle; //dummy.ray = new VssRay(currentRay); vizContainer.push_back(dummy); } // cast rays to triangle vertices and determine visibility VssRayContainer vssRays; CastRays(simpleRays, vssRays, false, false); // set flags VssRayContainer::const_iterator rit, rit_end = vssRays.end(); for (rit = vssRays.begin(); rit != rit_end; ++ rit) { (*rit)->mFlags |= VssRay::BorderSample; } // add to ray queue EnqueueRays(vssRays); const int n = (int)enlargedTriangle.size(); int castRays = (int)vssRays.size(); // recursivly subdivide each edge for (int i = 0; 1 && (i < n); ++ i) { castRays += SubdivideEdge( hitTriangle, enlargedTriangle[i], enlargedTriangle[(i + 1) % n], *vssRays[i], *vssRays[(i + 1) % n], currentRay); } mBorderSamples += castRays; return castRays; } static Vector3 GetPassingPoint(const VssRay ¤tRay, const Triangle3 &hitTriangle, const VssRay &oldRay) { // intersect triangle plane with plane spanned by current samples Plane3 plane(currentRay.GetOrigin(), currentRay.GetTermination(), oldRay.GetTermination()); Plane3 triPlane(hitTriangle.GetNormal(), hitTriangle.mVertices[0]); SimpleRay intersectLine = GetPlaneIntersection(plane, triPlane); // Evaluate new hitpoint just outside the triangle const float factor = 0.95f; float t = triPlane.FindT(intersectLine); const Vector3 newPoint = intersectLine.mOrigin + t * factor * intersectLine.mDirection; return newPoint; } VssRay *GvsPreprocessor::ReverseSampling(const VssRay ¤tRay, const Triangle3 &hitTriangle, const VssRay &oldRay) { //-- The plane p = (xp, hit(x), hit(xold)) is intersected //-- with the newly found triangle (xold is the previous ray from //-- which x was generated). On the intersecting line, we select a point //-- pnew which lies just outside of the new triangle so the ray //-- just passes by inside the gap const Vector3 newPoint = GetPassingPoint(currentRay, hitTriangle, oldRay); const Vector3 predicted = CalcPredictedHitPoint(currentRay, hitTriangle, oldRay); //-- Construct the mutated ray with xnew,dir = predicted(x)- pnew //-- as direction vector const Vector3 newDir = predicted - newPoint ; // take xnew,p = intersect(viewcell, line(pnew, predicted(x)) as origin ? // difficult to say!! const Vector3 newOrigin = newDir * -5000.0f; ++ mReverseSamples; return new VssRay(currentRay); } int GvsPreprocessor::CastInitialSamples(const int numSamples, const int sampleType) { const long startTime = GetTime(); // generate simple rays SimpleRayContainer simpleRays; GenerateRays(numSamples, sampleType, simpleRays); // generate vss rays VssRayContainer samples; CastRays(simpleRays, samples, true); // add to ray queue EnqueueRays(samples); //Debug << "generated " << numSamples << " samples in " << TimeDiff(startTime, GetTime()) * 1e-3 << " secs" << endl; return (int)samples.size(); } void GvsPreprocessor::EnqueueRays(VssRayContainer &samples) { // add samples to ray queue VssRayContainer::const_iterator vit, vit_end = samples.end(); for (vit = samples.begin(); vit != vit_end; ++ vit) { HandleRay(*vit); } } int GvsPreprocessor::Pass() { // reset samples int castSamples = 0; mSampleContriPerPass = 0; while (castSamples < mSamplesPerPass) { // Ray queue empty => // cast a number of uniform samples to fill ray queue castSamples += CastInitialSamples(mInitialSamples, mSamplingType); castSamples += ProcessQueue(); //cout << "\ncast " << castSamples << " samples in a processing pass" << endl; } mTotalSampleContri += mSampleContriPerPass; return castSamples; } int GvsPreprocessor::ProcessQueue() { int castSamples = 0; ++ mGvsPass; while (!mRayQueue.empty()) { // handle next ray VssRay *ray = mRayQueue.top(); mRayQueue.pop(); castSamples += AdaptiveBorderSampling(*ray); delete ray; } return castSamples; } bool GvsPreprocessor::ComputeVisibility() { cout << "Gvs Preprocessor started\n" << flush; const long startTime = GetTime(); Randomize(0); mPass = 0; mGvsPass = 0; mSampleContriPerPass = 0; mTotalSampleContri = 0; mReverseSamples = 0; mBorderSamples = 0; int castSamples = 0; if (!mLoadViewCells) { /// construct the view cells from the scratch ConstructViewCells(); // reset pvs already gathered during view cells construction mViewCellsManager->ResetPvs(); cout << "finished view cell construction" << endl; } else if (0) { //-- load view cells from file //-- test successful view cells loading by exporting them again VssRayContainer dummies; mViewCellsManager->Visualize(mObjects, dummies); mViewCellsManager->ExportViewCells("test.xml.gz", mViewCellsManager->GetExportPvs(), mObjects); } while (castSamples < mTotalSamples) { castSamples += Pass(); //////// //-- stats cout << "\nPass " << mPass << " #samples: " << castSamples << " of " << mTotalSamples << endl; //mVssRays.PrintStatistics(mStats); mStats << "#Pass\n" << mPass << endl << "#Time\n" << TimeDiff(startTime, GetTime())*1e-3 << endl << "#TotalSamples\n" << castSamples << endl << "#ScDiff\n" << mSampleContriPerPass << endl << "#SamplesContri\n" << mTotalSampleContri << endl << "#ReverseSamples\n" << mReverseSamples << endl << "#BorderSamples\n" << mBorderSamples << endl << "#GvsRuns\n" << mGvsPass << endl; mViewCellsManager->PrintPvsStatistics(mStats); char str[64]; sprintf(str, "tmp/pass%04d-", mPass); // visualization if (mSampleContriPerPass > 0) { const bool exportRays = true; const bool exportPvs = true; mViewCellsManager->ExportSingleViewCells(mObjects, 10, false, exportPvs, exportRays, 1000, str); } // remove pass samples ViewCellContainer::const_iterator vit, vit_end = mViewCellsManager->GetViewCells().end(); for (vit = mViewCellsManager->GetViewCells().begin(); vit != vit_end; ++ vit) { (*vit)->DelRayRefs(); } //CLEAR_CONTAINER(mVssRays); // ComputeRenderError(); ++ mPass; } cout << 2 * castSamples / (1e3f * TimeDiff(startTime, GetTime())) << "M rays/s" << endl; Visualize(); return true; } void GvsPreprocessor::Visualize() { Exporter *exporter = Exporter::GetExporter("gvs.wrl"); if (!exporter) return; vector::const_iterator vit, vit_end = vizContainer.end(); for (vit = vizContainer.begin(); vit != vit_end; ++ vit) { exporter->SetWireframe(); exporter->ExportPolygon((*vit).enlargedTriangle); //Material m; exporter->SetFilled(); Polygon3 poly = Polygon3((*vit).originalTriangle); exporter->ExportPolygon(&poly); } exporter->ExportRays(mVssRays); delete exporter; } }