source: GTP/trunk/Lib/Vis/Preprocessing/src/RenderSimulator.cpp @ 1020

Revision 1020, 4.5 KB checked in by mattausch, 18 years ago (diff)

worked on view-object space partition
fixed some loading bugs
fixeds some exporting bugs using line segments
enabling other methods for view space sampling in ViewCellsManager? OBJECT_DIRECTION_BASED_DISTRIBUTION)
added class interface for a sampling strategy

RevLine 
[406]1#include "RenderSimulator.h"
2#include "KdTree.h"
3#include "ViewCellBsp.h"
4#include "ViewCell.h"
[448]5#include "VspBspTree.h"
[468]6#include "ViewCellsManager.h"
[406]7
[860]8
[863]9namespace GtpVisibilityPreprocessor {
[860]10
11
[463]12void SimulationStatistics::Print(ostream &app) const
13{
[1020]14        app << "============== Render Simulation statistics ==============\n";
[463]15
16        app << setprecision(4);
17
18        app << "#N_CTIME  ( Simulation time [s] )\n" << Time() << " \n";
19
20        app << "#MAX_COST ( maximal cost of a view cell )\n" << maxCost << "\n";
21
22        app << "#MIN_COST ( minimal cost of a view cell )\n" << minCost << "\n";
23
24        app << "#AVG_RENDER_TIME ( average render time )\n" << avgRenderTime << "\n";
25
[475]26        app << "#AVG_RENDER_TIME_NO_OVERHEAD ( average render time without overhead )\n"
27                << avgRtWithoutOverhead << "\n";
[463]28       
[574]29        app << "#VALID_MAX_COST ( maximal cost of a valid view cell )\n" << validMaxCost << "\n";
30
31        app << "#VALID_MIN_COST ( minimal cost of a valid view cell )\n" << validMinCost << "\n";
32
33        app << "#VALID_AVG_RENDER_TIME ( average render time )\n" << validAvgRenderTime << "\n";
34
35        app << "#VALID_AVG_RENDER_TIME_NO_OVERHEAD ( valid average render time without overhead )\n"
36                << validAvgRtWithoutOverhead << "\n";
37       
[1020]38        app << "=========== END OF Render Simulation statistics ==========\n";
[414]39}
40
[1020]41
[473]42RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager):
[564]43Renderer(NULL, viewCellsManager),
44mObjRenderCost(0.0f),
45mVcOverhead(0.0f),
[574]46mMoveSpeed(0.0f)
[406]47{}
48
[564]49
[473]50RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager,
51                                                                 float objRenderCost,
[439]52                                                                 float vcOverhead,
53                                                                 float moveSpeed):
[497]54Renderer(NULL, viewCellsManager),
[439]55mObjRenderCost(objRenderCost),
56mVcOverhead(vcOverhead),
[574]57mMoveSpeed(moveSpeed)
[406]58{
59}
[463]60
[564]61
[463]62void RenderSimulator::SetObjectRenderCost(const float objRenderCost)
63{
64        mObjRenderCost = objRenderCost;
[439]65}
[406]66
[564]67
[463]68void RenderSimulator::SetVcOverhead(const float vcOverhead)
69{
70        mVcOverhead = vcOverhead;
71}
72
[574]73
[463]74void RenderSimulator::SetMoveSpeed(const float moveSpeed)
75{
76        mMoveSpeed = moveSpeed;
77}
78
[574]79
[468]80bool RenderSimulator::RenderScene()
[440]81{
[468]82        mSimulationStatistics.Reset();
83        mSimulationStatistics.Start();
[406]84
85        Real renderTime = 0;
[574]86        Real validRenderTime = 0;
87
[409]88        // overhead for loading the PVS of the view cells
89        float loadPvsOverhead = 0;
[574]90        float validLoadPvsOverhead = 0;
91
[468]92        ViewCellContainer::const_iterator it,
93                it_end = mViewCellsManager->GetViewCells().end();
[418]94
[475]95       
[468]96        for (it = mViewCellsManager->GetViewCells().begin(); it != it_end; ++ it)
[406]97        {
[468]98                ViewCell *vc = *it;
[409]99
[580]100                const bool valid = vc->GetValid();
[574]101       
[564]102
[468]103                // probability of view cell
104                const float pInVc = mViewCellsManager->GetProbability(vc);
[551]105
[605]106                //Debug << "vc prob: " << pInVc << endl;
107
[482]108                // compute render time of PVS times probability
109                // that view point is in view cell
110                const float vcCost = pInVc *
[728]111                        mViewCellsManager->GetRendercost(vc/*, mObjRenderCost*/);
[479]112       
[605]113                renderTime += vcCost;
114
[551]115                // crossing the border of a view cell is depending on the move
116                // speed and the probability that a view cell border is crossed
[468]117                loadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
[605]118               
[728]119
[574]120                //-- update statistics
[482]121
[468]122                if (vcCost > mSimulationStatistics.maxCost)
123                        mSimulationStatistics.maxCost = vcCost;
124                else if (vcCost < mSimulationStatistics.minCost)
125                        mSimulationStatistics.minCost = vcCost;
[574]126
127                //-- different statistics for only valid view cells
128                if (valid)
129                {
130                        validLoadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
131                        validRenderTime += vcCost;
132               
133                        if (vcCost > mSimulationStatistics.validMaxCost)
134                                mSimulationStatistics.validMaxCost = vcCost;
135                        else if (vcCost < mSimulationStatistics.validMinCost)
136                                mSimulationStatistics.validMinCost = vcCost;
137                }
[448]138        }
139       
[468]140        mSimulationStatistics.avgRtWithoutOverhead = renderTime;
141        mSimulationStatistics.avgRenderTime = renderTime + loadPvsOverhead;
[574]142
143        mSimulationStatistics.validAvgRtWithoutOverhead = renderTime;
144        mSimulationStatistics.validAvgRenderTime = renderTime + loadPvsOverhead;
[448]145       
[468]146        mSimulationStatistics.Stop();
[448]147
[468]148        return true;
[448]149}
150
[479]151
[477]152float RenderSimulator::GetCrossVcProbability() const
[448]153{
[477]154        // assume the view cells are uniformly distributed
[479]155        //NOTE: should I take move speed relative to view space or absolute?
[477]156        const float vcNum =
157                (float)mViewCellsManager->GetViewCells().size();
[476]158
[479]159        const float prop = mMoveSpeed * vcNum;
160
161        // clamp probability between 0 and 1
162        return min(1.0f, prop);
[448]163}
[449]164
[468]165void RenderSimulator::GetStatistics(SimulationStatistics &simStats) const
[449]166{
[468]167        simStats = mSimulationStatistics;
[860]168}
169
[449]170}
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