[2735] | 1 | #ifndef _GvsPreprocessor_H__
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| 2 | #define _GvsPreprocessor_H__
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| 3 |
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| 4 | #include <fstream>
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| 5 | #include <stack>
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| 6 |
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| 7 | #include "Preprocessor.h"
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| 8 |
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| 9 | namespace GtpVisibilityPreprocessor {
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| 10 |
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| 11 | class Exporter;
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| 12 | class VssRay;
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| 13 | class TriangleIntersectable;
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| 14 | class KdIntersectable;
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| 15 | class ViewCellBasedDistribution;
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| 16 | class ViewCellBorderBasedDistribution;
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| 17 |
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| 18 |
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| 19 | /** View space partition statistics.
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| 20 | */
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| 21 | class GvsStatistics: public StatisticsBase
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| 22 | {
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| 23 | public:
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| 24 |
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| 25 | /// Constructor
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| 26 | GvsStatistics()
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| 27 | {
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| 28 | Reset();
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| 29 | }
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| 30 |
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| 31 | void Reset()
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| 32 | {
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| 33 | mPass = 0;
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| 34 | mTotalSamples = 0;
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| 35 | mPassContribution = 0;
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| 36 | mTotalContribution = 0;
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| 37 | mReverseSamples = 0;
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| 38 | mBorderSamples = 0;
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| 39 | mGvsRuns = 0;
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| 40 |
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| 41 | mRandomSamples = 0;
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| 42 | mGvsSamples = 0;
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| 43 | mTotalPvs = 0;
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| 44 | mViewCells = 0;
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| 45 | mPerViewCellSamples = 0;
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| 46 | mPerViewCellPvs = 0;
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| 47 | mTrianglePvs = 0;
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| 48 | mViewCellId = 0;
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| 49 | mTotalTime = 0;
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| 50 | mTimePerViewCell = 0;
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| 51 | mTotalTrianglePvs = 0;
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| 52 | mPvsCost = 0;
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| 53 | }
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| 54 |
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| 55 |
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| 56 | public:
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| 57 |
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| 58 | int mRandomSamples;
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| 59 | int mGvsSamples;
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| 60 | int mPass;
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| 61 | int mTotalSamples;
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| 62 | int mPassContribution;
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| 63 | int mTotalContribution;
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| 64 | int mReverseSamples;
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| 65 | int mBorderSamples;
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| 66 | int mGvsRuns;
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| 67 |
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| 68 | int mTotalPvs;
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| 69 | int mViewCells;
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| 70 | int mPerViewCellSamples;
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| 71 | int mPerViewCellPvs;
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| 72 | int mTrianglePvs;
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| 73 | int mTotalTrianglePvs;
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| 74 | int mViewCellId;
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| 75 |
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| 76 | float mTimePerViewCell;
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| 77 | float mTotalTime;
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| 78 |
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| 79 | float mPvsCost;
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| 80 |
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| 81 | ObjectContainer mKdPvs;
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| 82 |
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| 83 | float RaysPerSec() const { if (!mTotalTime) return 0; return (float)(mTotalSamples / mTotalTime) * 1e-6f; }
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| 84 |
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| 85 | void Print(ostream &app) const;
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| 86 |
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| 87 | friend ostream &operator<<(ostream &s, const GvsStatistics &stat)
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| 88 | {
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| 89 | stat.Print(s);
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| 90 | return s;
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| 91 | }
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| 92 | };
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| 93 |
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| 94 |
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| 95 | /** Sampling based visibility preprocessing. The implementation is
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| 96 | based on heuristical sampling of view space.
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| 97 | */
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| 98 | class GvsPreprocessor : public Preprocessor
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| 99 | {
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| 100 |
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| 101 | public:
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| 102 |
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| 103 | GvsPreprocessor();
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| 104 | ~GvsPreprocessor();
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| 105 |
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| 106 | virtual bool ComputeVisibility();
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| 107 |
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| 108 |
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| 109 | protected:
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| 110 | #if 0
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| 111 | struct PendingRay
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| 112 | {
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| 113 | PendingRay(VssRay *ray, const bool d)
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| 114 | : mRay(ray), mFoundDiscontinuity(d)
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| 115 | {}
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| 116 |
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| 117 | VssRay *mRay;
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| 118 | bool mFoundDiscontinuity;
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| 119 | };
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| 120 |
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| 121 | typedef stack<PendingRay> PendingQueue;
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| 122 | #endif
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| 123 | typedef stack<VssRay *> RayQueue;
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| 124 |
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| 125 | /** Runs the adaptive sampling until the ray queue is empty.
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| 126 | The method starts with a number of random rays given
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| 127 | by the queue and continues as long it finds new visible geometry
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| 128 | (i.e., the queue is not empty).
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| 129 |
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| 130 | @returns the number of samples cast.
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| 131 | */
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| 132 | int ProcessQueue();
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| 133 |
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| 134 | /** Generates the rays starting the adaptive visibility sampling process.
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| 135 | */
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| 136 | int CastInitialSamples(int numSamples);
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| 137 |
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| 138 | /** Uses the information gained from the ray for doing adaptive border sampling.
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| 139 | This function tries to find the border of the triangle found visible by the
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| 140 | current ray. New rays are generated which sample this border.
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| 141 |
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| 142 | We use the following strategies:
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| 143 |
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| 144 | a) if new triangle was found: adaptive border sampling
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| 145 | b) if triangle was found reverse sampling
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| 146 | */
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| 147 | inline bool HandleRay(VssRay *ray);
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| 148 | /** The adaptive border sampling step. It aims to find neighbouring
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| 149 | triangles of the one hit by the current ray.
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| 150 | */
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| 151 | int AdaptiveBorderSampling(const VssRay ¤tRay);
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| 152 | int AdaptiveBorderSamplingOpt(const VssRay ¤tRay);
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| 153 | /** The reverse sampling step. It is started once the cast
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| 154 | ray finds a discontinuity, i.e., a closer triangle.
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| 155 | Then the process tries to find a ray from the old
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| 156 | triangle passing through a gap.
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| 157 | */
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| 158 | bool ComputeReverseRay(const VssRay ¤tRay,
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| 159 | const Triangle3 &hitTriangle,
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| 160 | const VssRay &oldRay,
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| 161 | SimpleRay &reverseRay);
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| 162 | /** Returns true if we sampled a closer triangle than with the previous ray.
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| 163 | Does reverse sampling if gap found.
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| 164 | */
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| 165 | int CheckDiscontinuity(const VssRay ¤tRay,
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| 166 | const Triangle3 &hitTriangle,
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| 167 | const VssRay &oldRay);
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| 168 | /** Adds new samples to the ray queue and classifies them
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| 169 | with respect to the previous ray.
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| 170 | */
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| 171 | void EnqueueRays(VssRayContainer &samples);
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| 172 | /** Hepler function for adaptive border sampling. It finds
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| 173 | new sample points around a triangle in a eps environment
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| 174 | */
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| 175 | void EnlargeTriangle(VertexContainer &vertices,
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| 176 | const Triangle3 &hitTriangle,
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| 177 | const VssRay &ray) const;
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| 178 |
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| 179 | int SubdivideEdge(const Triangle3 &hitTriangle,
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| 180 | const Vector3 &p1,
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| 181 | const Vector3 &p2,
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| 182 | const VssRay &ray1,
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| 183 | const VssRay &ray2,
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| 184 | const VssRay &oldRay);
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| 185 |
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| 186 | void Visualize();
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| 187 |
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| 188 | void CreateDisplacedVertices(VertexContainer &vertices,
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| 189 | const Triangle3 &hitTriangle,
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| 190 | const VssRay &ray,
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| 191 | const int index) const;
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| 192 |
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| 193 | Vector3 CalcPredictedHitPoint(const VssRay &newRay,
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| 194 | const Triangle3 &hitTriangle,
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| 195 | const VssRay &oldRay) const;
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| 196 |
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| 197 | bool GetPassingPoint(const VssRay ¤tRay,
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| 198 | const Triangle3 &occluder,
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| 199 | const VssRay &oldRay,
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| 200 | Vector3 &newPoint) const;
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| 201 |
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| 202 | ViewCell *NextViewCell();
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| 203 |
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| 204 | void GlobalComputation();
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| 205 |
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| 206 | /** Loops over aall view cellls.
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| 207 | */
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| 208 | void PerViewCellComputation();
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| 209 | void PerViewCellComputation2();
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| 210 |
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| 211 | void VisualizeViewCells();
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| 212 |
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| 213 | void VisualizeViewCell(ViewCell *vc);
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| 214 | void VisualizeViewCell(const ObjectContainer &objects);
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| 215 |
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| 216 | /** Exchanges view cell triangle pvs with bvh leaf pvs.
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| 217 | */
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| 218 | void UpdatePvs(ViewCell *currentViewCell);
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| 219 |
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| 220 | void ClearRayQueue();
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| 221 |
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| 222 | /** Create a list of view cells gvs is run on.
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| 223 | */
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| 224 | void CompileViewCellsList();
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| 225 |
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| 226 | void GetObjectPvs(ObjectContainer &trianglePvs) const;
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| 227 |
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| 228 | bool HasContribution(VssRay &ray);
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| 229 |
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| 230 | void ComputeViewCellGeometryIntersection();
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| 231 |
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| 232 | void DeterminePvsObjects(VssRayContainer &rays);
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| 233 |
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| 234 | void StorePvs(const ObjectContainer &objectPvs);
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| 235 |
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| 236 | /** Compute visibility for the current view cell using gvs
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| 237 | */
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| 238 | void ComputeViewCell();
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| 239 | /** Use this for qt visualization.
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| 240 | */
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| 241 | void UpdateStatsForVisualization(KdIntersectable *kdInt);
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| 242 |
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| 243 | void CompileViewCellsFromPointList();
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| 244 |
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| 245 | void ComputeStats();
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| 246 |
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| 247 | int ConvertObjectPvs();
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| 248 | /** Keep count of new objects for stats. Returns number of new pvs entries.
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| 249 | */
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| 250 | inline int CountObject(Intersectable *triObj);
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| 251 |
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| 252 | inline bool AddTriangleObject(Intersectable *triObj);
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| 253 |
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| 254 | inline void AddKdNodeToPvs(const Vector3 &termination);
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| 255 | /** For all rayys of the ray container, generates a ray bundle of 4 jittered rays
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| 256 | and casts them using optimized 4 eye ray casting.
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| 257 | */
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| 258 | void CastRayBundles4(const SimpleRayContainer &rays, VssRayContainer &vssRays);
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| 259 |
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| 260 | void CastRayBundles16(const SimpleRayContainer &rays, VssRayContainer &vssRays);
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| 261 |
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| 262 | /** Generates a ray bundle of 4 jittered rays and casts them using optimized 4 eye ray casting.
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| 263 | */
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| 264 | void CastRayBundle4(const SimpleRay &ray, VssRayContainer &vssRays, const AxisAlignedBox3 &box);
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| 265 | /** Cast rays using the optimized 4 eye ray casting routine.
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| 266 | */
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| 267 | void CastRays4(const SimpleRayContainer &rays, VssRayContainer &vssRays);
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| 268 | /** Wrapper for optized ray casting routine taking 4 eye rays and a bounding box for ray clipping.
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| 269 | */
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| 270 | void Cast4Rays(float *dist, Vector3 *dirs, Vector3 *origs, VssRayContainer &vssRays, const AxisAlignedBox3 &box);
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| 271 |
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| 272 | void CastRayBundle16(const SimpleRay &ray, VssRayContainer &vssRays);
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| 273 |
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| 274 | virtual void ComputeRenderError();
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| 275 |
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| 276 | bool GenerateImportanceSample(const VssRay &ray, const Triangle3 &triangle, SimpleRay &sray);
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| 277 |
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| 278 | void GenerateImportanceSamples(const VssRay &ray,
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| 279 | const Triangle3 &triangle,
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| 280 | int numSamples,
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| 281 | SimpleRayContainer &simpleRays);
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| 282 |
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| 283 | /** Collects triangles which are probably visible. Warning: returns
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| 284 | only unmailed objects.
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| 285 | */
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| 286 | void CollectProbablyVisibleTriangles(ObjectContainer &triangles);
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| 287 |
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| 288 | void PrepareProbablyVisibleSampling();
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| 289 |
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| 290 |
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| 291 | //////////////////////
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| 292 |
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| 293 | bool mUseKdPvs;
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| 294 | int mInitialSamples;
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| 295 |
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| 296 | RayQueue mRayQueue;
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| 297 | ViewCellBasedDistribution *mDistribution;
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| 298 |
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| 299 | //AxisAlignedBox3 mViewSpaceBox;
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| 300 | float mEps;
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| 301 | float mThreshold;
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| 302 | VssRayContainer mVssRays;
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| 303 |
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| 304 |
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| 305 | ObjectContainer mKdPvs;
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| 306 |
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| 307 | ///////////
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| 308 | // stats
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| 309 |
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| 310 | ofstream mGvsStatsStream;
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| 311 | GvsStatistics mGvsStats;
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| 312 |
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| 313 | bool mPerViewCell;
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| 314 | bool mOnlyRandomSampling;
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| 315 |
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| 316 | ViewCell *mCurrentViewCell;
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| 317 |
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| 318 | int mProcessedViewCells;
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| 319 |
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| 320 | int mMinContribution;
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| 321 |
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| 322 | ViewCellContainer mViewCells;
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| 323 |
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| 324 | int mMaxViewCells;
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| 325 |
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| 326 | int mGvsSamplesPerPass;
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| 327 |
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| 328 | bool mComputeRenderError;
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| 329 |
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| 330 | bool mEvaluatePixelError;
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| 331 |
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| 332 | Vector3 mCurrentViewPoint;
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| 333 |
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| 334 | /// container for probably visible triangles
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| 335 | ObjectContainer mProbablyVisibleTriangles;
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| 336 |
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| 337 | bool mUseProbablyVisibleSampling;
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| 338 | };
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| 339 |
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| 340 | };
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| 341 |
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| 342 | #endif
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