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

Revision 1020, 4.5 KB checked in by mattausch, 19 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

Line 
1#include "RenderSimulator.h"
2#include "KdTree.h"
3#include "ViewCellBsp.h"
4#include "ViewCell.h"
5#include "VspBspTree.h"
6#include "ViewCellsManager.h"
7
8
9namespace GtpVisibilityPreprocessor {
10
11
12void SimulationStatistics::Print(ostream &app) const
13{
14        app << "============== Render Simulation statistics ==============\n";
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
26        app << "#AVG_RENDER_TIME_NO_OVERHEAD ( average render time without overhead )\n"
27                << avgRtWithoutOverhead << "\n";
28       
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       
38        app << "=========== END OF Render Simulation statistics ==========\n";
39}
40
41
42RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager):
43Renderer(NULL, viewCellsManager),
44mObjRenderCost(0.0f),
45mVcOverhead(0.0f),
46mMoveSpeed(0.0f)
47{}
48
49
50RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager,
51                                                                 float objRenderCost,
52                                                                 float vcOverhead,
53                                                                 float moveSpeed):
54Renderer(NULL, viewCellsManager),
55mObjRenderCost(objRenderCost),
56mVcOverhead(vcOverhead),
57mMoveSpeed(moveSpeed)
58{
59}
60
61
62void RenderSimulator::SetObjectRenderCost(const float objRenderCost)
63{
64        mObjRenderCost = objRenderCost;
65}
66
67
68void RenderSimulator::SetVcOverhead(const float vcOverhead)
69{
70        mVcOverhead = vcOverhead;
71}
72
73
74void RenderSimulator::SetMoveSpeed(const float moveSpeed)
75{
76        mMoveSpeed = moveSpeed;
77}
78
79
80bool RenderSimulator::RenderScene()
81{
82        mSimulationStatistics.Reset();
83        mSimulationStatistics.Start();
84
85        Real renderTime = 0;
86        Real validRenderTime = 0;
87
88        // overhead for loading the PVS of the view cells
89        float loadPvsOverhead = 0;
90        float validLoadPvsOverhead = 0;
91
92        ViewCellContainer::const_iterator it,
93                it_end = mViewCellsManager->GetViewCells().end();
94
95       
96        for (it = mViewCellsManager->GetViewCells().begin(); it != it_end; ++ it)
97        {
98                ViewCell *vc = *it;
99
100                const bool valid = vc->GetValid();
101       
102
103                // probability of view cell
104                const float pInVc = mViewCellsManager->GetProbability(vc);
105
106                //Debug << "vc prob: " << pInVc << endl;
107
108                // compute render time of PVS times probability
109                // that view point is in view cell
110                const float vcCost = pInVc *
111                        mViewCellsManager->GetRendercost(vc/*, mObjRenderCost*/);
112       
113                renderTime += vcCost;
114
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
117                loadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
118               
119
120                //-- update statistics
121
122                if (vcCost > mSimulationStatistics.maxCost)
123                        mSimulationStatistics.maxCost = vcCost;
124                else if (vcCost < mSimulationStatistics.minCost)
125                        mSimulationStatistics.minCost = vcCost;
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                }
138        }
139       
140        mSimulationStatistics.avgRtWithoutOverhead = renderTime;
141        mSimulationStatistics.avgRenderTime = renderTime + loadPvsOverhead;
142
143        mSimulationStatistics.validAvgRtWithoutOverhead = renderTime;
144        mSimulationStatistics.validAvgRenderTime = renderTime + loadPvsOverhead;
145       
146        mSimulationStatistics.Stop();
147
148        return true;
149}
150
151
152float RenderSimulator::GetCrossVcProbability() const
153{
154        // assume the view cells are uniformly distributed
155        //NOTE: should I take move speed relative to view space or absolute?
156        const float vcNum =
157                (float)mViewCellsManager->GetViewCells().size();
158
159        const float prop = mMoveSpeed * vcNum;
160
161        // clamp probability between 0 and 1
162        return min(1.0f, prop);
163}
164
165void RenderSimulator::GetStatistics(SimulationStatistics &simStats) const
166{
167        simStats = mSimulationStatistics;
168}
169
170}
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