1 | #include "RenderSimulator.h"
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2 | #include "KdTree.h"
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3 | #include "ViewCellBsp.h"
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4 | #include "ViewCell.h"
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5 | #include "VspBspTree.h"
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6 | #include "ViewCellsManager.h"
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7 |
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8 |
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9 | using namespace std;
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 |
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13 |
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14 | void SimulationStatistics::Print(ostream &app) const
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15 | {
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16 | app << "============== Render Simulation statistics ==============\n";
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17 |
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18 | app << setprecision(4);
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19 |
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20 | app << "#N_CTIME ( Simulation time [s] )\n" << Time() << " \n";
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21 |
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22 | app << "#MAX_COST ( maximal cost of a view cell )\n" << maxCost << "\n";
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23 |
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24 | app << "#MIN_COST ( minimal cost of a view cell )\n" << minCost << "\n";
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25 |
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26 | app << "#AVG_RENDER_TIME ( average render time )\n" << avgRenderTime << "\n";
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27 |
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28 | app << "#AVG_RENDER_TIME_NO_OVERHEAD ( average render time without overhead )\n"
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29 | << avgRtWithoutOverhead << "\n";
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30 |
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31 | app << "#VALID_MAX_COST ( maximal cost of a valid view cell )\n" << validMaxCost << "\n";
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32 |
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33 | app << "#VALID_MIN_COST ( minimal cost of a valid view cell )\n" << validMinCost << "\n";
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34 |
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35 | app << "#VALID_AVG_RENDER_TIME ( average render time )\n" << validAvgRenderTime << "\n";
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36 |
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37 | app << "#VALID_AVG_RENDER_TIME_NO_OVERHEAD ( valid average render time without overhead )\n"
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38 | << validAvgRtWithoutOverhead << "\n";
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39 |
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40 | app << "=========== END OF Render Simulation statistics ==========\n";
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41 | }
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42 |
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43 |
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44 | RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager):
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45 | Renderer(NULL, viewCellsManager),
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46 | mObjRenderCost(0.0f),
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47 | mVcOverhead(0.0f),
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48 | mMoveSpeed(0.0f)
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49 | {}
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50 |
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51 |
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52 | RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager,
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53 | float objRenderCost,
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54 | float vcOverhead,
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55 | float moveSpeed):
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56 | Renderer(NULL, viewCellsManager),
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57 | mObjRenderCost(objRenderCost),
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58 | mVcOverhead(vcOverhead),
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59 | mMoveSpeed(moveSpeed)
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60 | {
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61 | }
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62 |
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63 |
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64 | void RenderSimulator::SetObjectRenderCost(const float objRenderCost)
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65 | {
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66 | mObjRenderCost = objRenderCost;
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67 | }
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68 |
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69 |
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70 | void RenderSimulator::SetVcOverhead(const float vcOverhead)
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71 | {
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72 | mVcOverhead = vcOverhead;
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73 | }
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74 |
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75 |
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76 | void RenderSimulator::SetMoveSpeed(const float moveSpeed)
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77 | {
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78 | mMoveSpeed = moveSpeed;
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79 | }
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80 |
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81 |
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82 | bool RenderSimulator::RenderScene()
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83 | {
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84 | mSimulationStatistics.Reset();
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85 | mSimulationStatistics.Start();
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86 |
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87 | Real renderTime = 0;
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88 | Real validRenderTime = 0;
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89 |
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90 | // overhead for loading the PVS of the view cells
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91 | float loadPvsOverhead = 0;
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92 | float validLoadPvsOverhead = 0;
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93 |
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94 | ViewCellContainer::const_iterator it,
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95 | it_end = mViewCellsManager->GetViewCells().end();
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96 |
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97 |
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98 | for (it = mViewCellsManager->GetViewCells().begin(); it != it_end; ++ it)
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99 | {
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100 | ViewCell *vc = *it;
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101 |
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102 | const bool valid = vc->GetValid();
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103 |
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104 |
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105 | // probability of view cell
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106 | const float pInVc = mViewCellsManager->GetProbability(vc);
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107 |
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108 | //Debug << "vc prob: " << pInVc << endl;
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109 |
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110 | // compute render time of PVS times probability
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111 | // that view point is in view cell
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112 | const float vcCost = pInVc *
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113 | mViewCellsManager->GetRendercost(vc/*, mObjRenderCost*/);
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114 |
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115 | renderTime += vcCost;
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116 |
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117 | // crossing the border of a view cell is depending on the move
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118 | // speed and the probability that a view cell border is crossed
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119 | loadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
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120 |
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121 |
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122 | //-- update statistics
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123 |
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124 | if (vcCost > mSimulationStatistics.maxCost)
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125 | mSimulationStatistics.maxCost = vcCost;
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126 | else if (vcCost < mSimulationStatistics.minCost)
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127 | mSimulationStatistics.minCost = vcCost;
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128 |
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129 | //-- different statistics for only valid view cells
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130 | if (valid)
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131 | {
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132 | validLoadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
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133 | validRenderTime += vcCost;
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134 |
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135 | if (vcCost > mSimulationStatistics.validMaxCost)
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136 | mSimulationStatistics.validMaxCost = vcCost;
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137 | else if (vcCost < mSimulationStatistics.validMinCost)
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138 | mSimulationStatistics.validMinCost = vcCost;
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139 | }
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140 | }
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141 |
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142 | mSimulationStatistics.avgRtWithoutOverhead = renderTime;
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143 | mSimulationStatistics.avgRenderTime = renderTime + loadPvsOverhead;
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144 |
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145 | mSimulationStatistics.validAvgRtWithoutOverhead = renderTime;
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146 | mSimulationStatistics.validAvgRenderTime = renderTime + loadPvsOverhead;
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147 |
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148 | mSimulationStatistics.Stop();
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149 |
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150 | return true;
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151 | }
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152 |
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153 |
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154 | float RenderSimulator::GetCrossVcProbability() const
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155 | {
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156 | // assume the view cells are uniformly distributed
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157 | //NOTE: should I take move speed relative to view space or absolute?
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158 | const float vcNum =
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159 | (float)mViewCellsManager->GetViewCells().size();
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160 |
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161 | const float prop = mMoveSpeed * vcNum;
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162 |
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163 | // clamp probability between 0 and 1
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164 | return min(1.0f, prop);
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165 | }
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166 |
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167 | void RenderSimulator::GetStatistics(SimulationStatistics &simStats) const
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168 | {
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169 | simStats = mSimulationStatistics;
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170 | }
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171 |
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172 | } |
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