source: GTP/trunk/Lib/Vis/Preprocessing/src/SamplingPreprocessor.cpp @ 1715

Revision 1715, 5.5 KB checked in by bittner, 18 years ago (diff)

new visibility filter support

Line 
1#include "SceneGraph.h"
2#include "KdTree.h"
3#include "SamplingPreprocessor.h"
4#include "X3dExporter.h"
5#include "Environment.h"
6#include "MutualVisibility.h"
7#include "Polygon3.h"
8#include "ViewCell.h"
9#include "ViewCellsManager.h"
10#include "RenderSimulator.h"
11
12
13
14namespace GtpVisibilityPreprocessor {
15
16
17SamplingPreprocessor::SamplingPreprocessor(): Preprocessor(), mPass(0)
18{
19  // this should increase coherence of the samples
20  Environment::GetSingleton()->GetIntValue("SamplingPreprocessor.samplesPerPass", mSamplesPerPass);
21  Environment::GetSingleton()->GetIntValue("SamplingPreprocessor.totalSamples", mTotalSamples);
22 
23  mStats.open("stats.log");
24}
25
26SamplingPreprocessor::~SamplingPreprocessor()
27{
28  CLEAR_CONTAINER(mSampleRays);
29  CLEAR_CONTAINER(mVssSampleRays);
30}
31
32Intersectable *
33SamplingPreprocessor::CastRay(
34                                                          const Vector3 &origin,
35                                                          const Vector3 &direction
36                                                          )
37{
38  AxisAlignedBox3 box = mViewCellsManager->GetViewSpaceBox();
39 
40  AxisAlignedBox3 sbox = box;
41  sbox.Enlarge(Vector3(-Limits::Small));
42  if (!sbox.IsInside(origin))
43        return 0;
44 
45  Vector3 point, normal;
46  Intersectable *object;
47
48  // cast ray to KD tree to find intersection with other objects
49#if 0
50  object = CastSimpleRay(origin,
51                                                 direction,
52                                                 mKdTree->GetBox(),
53                                                 point,
54                                                 normal
55                                                 );
56#endif
57
58  if (mDetectEmptyViewSpace && DotProd(normal, direction) >= 0) {
59        object = NULL;
60  }
61 
62  return object;
63}
64
65void
66SamplingPreprocessor::HoleSamplingPass()
67{
68  vector<KdLeaf *> leaves;
69  mKdTree->CollectLeaves(leaves);
70 
71  // go through all the leaves and evaluate their passing contribution
72  for (int i=0 ; i < leaves.size(); i++) {
73    KdLeaf *leaf = leaves[i];
74    cout<<leaf->mPassingRays<<endl;
75  }
76}
77
78
79void
80SamplingPreprocessor::VerifyVisibility(Intersectable *object)
81{
82#if 0 // 6.10. 2006 due to kdPVS removal from intersectable
83  // mail all nodes from the pvs
84  Intersectable::NewMail();
85  KdPvsMap::iterator i = object->mKdPvs.mEntries.begin();
86  for (; i != object->mKdPvs.mEntries.end(); i++) {
87        KdNode *node = (*i).first;
88        node->Mail();
89  }
90  Debug << "Get all neighbours from PVS" << endl;
91  vector<KdNode *> invisibleNeighbors;
92  // get all neighbors of all PVS nodes
93  i = object->mKdPvs.mEntries.begin();
94  for (; i != object->mKdPvs.mEntries.end(); i++) {
95        KdNode *node = (*i).first;
96        mKdTree->FindNeighbors(node, invisibleNeighbors, true);
97        AxisAlignedBox3 box = object->GetBox();
98        for (int j=0; j < invisibleNeighbors.size(); j++) {
99          int visibility = ComputeBoxVisibility(mSceneGraph,
100                                                                                        mKdTree,
101                                                                                        box,
102                                                                                        mKdTree->GetBox(invisibleNeighbors[j]),
103                                                                                        1e-6f);
104          //          exit(0);
105        }
106        // now rank all the neighbors according to probability that a new
107        // sample creates some contribution
108  }
109#endif
110}
111
112bool
113SamplingPreprocessor::ComputeVisibility()
114{
115 
116  Debug << "type: sampling" << endl;
117 
118  cout<<"Sampling Preprocessor started\n"<<flush;
119  //  cout<<"Memory/ray "<<sizeof(VssRay)+sizeof(RssTreeNode::RayInfo)<<endl;
120
121  Randomize(0);
122  const long startTime = GetTime();
123  int totalSamples = 0;
124
125  // if not already loaded, construct view cells from file
126  if (!mLoadViewCells) {
127        ConstructViewCells();
128  }
129   
130  int samples = 0;
131  int i=0;
132  while (samples < mTotalSamples) {
133        for (i=0; i < mSamplesPerPass; i++, samples++) {
134         
135          if (i%10000 == 0)
136                cout<<"+";
137         
138          Vector3 origin, direction;
139          mViewCellsManager->GetViewPoint(origin);
140          direction = UniformRandomVector();
141
142         
143          ViewCell *viewcell = mViewCellsManager->GetViewCell(origin);
144         
145          if (viewcell && viewcell->GetValid()) {
146                // cast rays in both directions to make the number of samples comparable
147                // with the global sampling method which also casts a "double" ray per sample
148                for (int j=0; j < 2; j++) {
149                  Intersectable *object = CastRay(origin, direction);
150                  if (object) {
151                        // if ray not outside of view space
152                        float contribution;
153                        int pvsContribution = 0;
154                        float relativePvsContribution = 0;
155                        if (object) {
156                          float pdf = 1.0f;
157                          if (viewcell->GetPvs().GetSampleContribution(object,
158                                                                                                                   pdf,
159                                                                                                                   contribution))
160                                ++pvsContribution;
161                          relativePvsContribution += contribution;
162                          viewcell->GetPvs().AddSample(object, pdf);
163                        }
164                  }
165                  direction = -direction;
166                }
167          }
168         
169          if (samples > mTotalSamples)
170                break;
171        }
172       
173        //      mVssRays.PrintStatistics(mStats);
174        mStats <<
175          "#Time\n" << TimeDiff(startTime, GetTime())*1e-3<<endl<<
176          "#TotalSamples\n" <<samples<<endl;
177
178        mViewCellsManager->PrintPvsStatistics(mStats);
179        // ComputeRenderError();
180  }
181 
182  if (0) {
183        Exporter *exporter = Exporter::GetExporter("ray-density.x3d");
184        exporter->SetExportRayDensity(true);
185        exporter->ExportKdTree(*mKdTree);
186        delete exporter;
187  }
188 
189 
190  // $$JB temporary removed
191  //    mViewCellsManager->PostProcess(objects, mSampleRays);
192 
193  //-- several visualizations and statistics
194  Debug << "view cells after post processing: " << endl;
195  mViewCellsManager->PrintStatistics(Debug);
196 
197  //-- render simulation after merge
198  cout << "\nevaluating bsp view cells render time after merge ... ";
199 
200  mRenderSimulator->RenderScene();
201  SimulationStatistics ss;
202  mRenderSimulator->GetStatistics(ss);
203 
204  cout << " finished" << endl;
205  cout << ss << endl;
206  Debug << ss << endl;
207 
208  // $$JB temporary removed
209        //mViewCellsManager->Visualize(objects, mSampleRays);   
210 
211  return true;
212}
213
214
215}
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