#include #include #include #include "Plane3.h" #include "VspBspTree.h" #include "Mesh.h" #include "common.h" #include "ViewCell.h" #include "Environment.h" #include "Polygon3.h" #include "Ray.h" #include "AxisAlignedBox3.h" #include "Exporter.h" #include "Plane3.h" #include "ViewCellBsp.h" #include "ViewCellsManager.h" #include "Beam.h" #define USE_FIXEDPOINT_T 0 //-- static members int VspBspTree::sFrontId = 0; int VspBspTree::sBackId = 0; int VspBspTree::sFrontAndBackId = 0; // pvs penalty can be different from pvs size inline float EvalPvsPenalty(const int pvs, const int lower, const int upper) { // clamp to minmax values if (pvs < lower) return (float)lower; if (pvs > upper) return (float)upper; return (float)pvs; } /******************************************************************************/ /* class VspBspTree implementation */ /******************************************************************************/ VspBspTree::VspBspTree(): mRoot(NULL), mUseAreaForPvs(false), mCostNormalizer(Limits::Small), mViewCellsManager(NULL), mOutOfBoundsCell(NULL), mStoreRays(false), mRenderCostWeight(0.5), mUseRandomAxis(false), mTimeStamp(1) { bool randomize = false; environment->GetBoolValue("VspBspTree.Construction.randomize", randomize); if (randomize) Randomize(); // initialise random generator for heuristics //-- termination criteria for autopartition environment->GetIntValue("VspBspTree.Termination.maxDepth", mTermMaxDepth); environment->GetIntValue("VspBspTree.Termination.minPvs", mTermMinPvs); environment->GetIntValue("VspBspTree.Termination.minRays", mTermMinRays); environment->GetFloatValue("VspBspTree.Termination.minProbability", mTermMinProbability); environment->GetFloatValue("VspBspTree.Termination.maxRayContribution", mTermMaxRayContribution); environment->GetFloatValue("VspBspTree.Termination.minAccRayLenght", mTermMinAccRayLength); environment->GetFloatValue("VspBspTree.Termination.maxCostRatio", mTermMaxCostRatio); environment->GetIntValue("VspBspTree.Termination.missTolerance", mTermMissTolerance); environment->GetIntValue("VspBspTree.Termination.maxViewCells", mMaxViewCells); //-- max cost ratio for early tree termination environment->GetFloatValue("VspBspTree.Termination.maxCostRatio", mTermMaxCostRatio); environment->GetFloatValue("VspBspTree.Termination.minGlobalCostRatio", mTermMinGlobalCostRatio); environment->GetIntValue("VspBspTree.Termination.globalCostMissTolerance", mTermGlobalCostMissTolerance); // HACK//mTermMinPolygons = 25; //-- factors for bsp tree split plane heuristics environment->GetFloatValue("VspBspTree.Factor.pvs", mPvsFactor); environment->GetFloatValue("VspBspTree.Termination.ct_div_ci", mCtDivCi); //-- partition criteria environment->GetIntValue("VspBspTree.maxPolyCandidates", mMaxPolyCandidates); environment->GetIntValue("VspBspTree.maxRayCandidates", mMaxRayCandidates); environment->GetIntValue("VspBspTree.splitPlaneStrategy", mSplitPlaneStrategy); environment->GetFloatValue("VspBspTree.Construction.epsilon", mEpsilon); environment->GetIntValue("VspBspTree.maxTests", mMaxTests); // if only the driving axis is used for axis aligned split environment->GetBoolValue("VspBspTree.splitUseOnlyDrivingAxis", mOnlyDrivingAxis); //-- termination criteria for axis aligned split environment->GetFloatValue("VspBspTree.Termination.AxisAligned.maxRayContribution", mTermMaxRayContriForAxisAligned); environment->GetIntValue("VspBspTree.Termination.AxisAligned.minRays", mTermMinRaysForAxisAligned); //environment->GetFloatValue("VspBspTree.maxTotalMemory", mMaxTotalMemory); environment->GetFloatValue("VspBspTree.maxStaticMemory", mMaxMemory); environment->GetFloatValue("VspBspTree.Construction.renderCostWeight", mRenderCostWeight); environment->GetBoolValue("VspBspTree.usePolygonSplitIfAvailable", mUsePolygonSplitIfAvailable); environment->GetBoolValue("VspBspTree.useCostHeuristics", mUseCostHeuristics); environment->GetBoolValue("VspBspTree.useSplitCostQueue", mUseSplitCostQueue); environment->GetBoolValue("VspBspTree.simulateOctree", mSimulateOctree); environment->GetBoolValue("VspBspTree.useRandomAxis", mUseRandomAxis); environment->GetBoolValue("VspBspTree.useBreathFirstSplits", mBreathFirstSplits); environment->GetBoolValue("ViewCells.PostProcess.emptyViewCellsMerge", mEmptyViewCellsMergeAllowed); char subdivisionStatsLog[100]; environment->GetStringValue("VspBspTree.subdivisionStats", subdivisionStatsLog); mSubdivisionStats.open(subdivisionStatsLog); //-- debug output Debug << "******* VSP BSP options ******** " << endl; Debug << "max depth: " << mTermMaxDepth << endl; Debug << "min PVS: " << mTermMinPvs << endl; Debug << "min probabiliy: " << mTermMinProbability << endl; Debug << "min rays: " << mTermMinRays << endl; Debug << "max ray contri: " << mTermMaxRayContribution << endl; Debug << "max cost ratio: " << mTermMaxCostRatio << endl; Debug << "miss tolerance: " << mTermMissTolerance << endl; Debug << "max view cells: " << mMaxViewCells << endl; Debug << "max polygon candidates: " << mMaxPolyCandidates << endl; //Debug << "max plane candidates: " << mMaxRayCandidates << endl; Debug << "randomize: " << randomize << endl; Debug << "using area for pvs: " << mUseAreaForPvs << endl; Debug << "render cost weight: " << mRenderCostWeight << endl; Debug << "min global cost ratio: " << mTermMinGlobalCostRatio << endl; Debug << "global cost miss tolerance: " << mTermGlobalCostMissTolerance << endl; Debug << "only driving axis: " << mOnlyDrivingAxis << endl; Debug << "max memory: " << mMaxMemory << endl; Debug << "use poly split if available: " << mUsePolygonSplitIfAvailable << endl; Debug << "use cost heuristics: " << mUseCostHeuristics << endl; Debug << "use split cost queue: " << mUseSplitCostQueue << endl; Debug << "subdivision stats log: " << subdivisionStatsLog << endl; Debug << "use random axis: " << mUseRandomAxis << endl; Debug << "breath first splits: " << mBreathFirstSplits << endl; Debug << "empty view cells merge: " << mEmptyViewCellsMergeAllowed << endl; Debug << "octree: " << mSimulateOctree << endl; Debug << "Split plane strategy: "; if (mSplitPlaneStrategy & RANDOM_POLYGON) { Debug << "random polygon "; } if (mSplitPlaneStrategy & AXIS_ALIGNED) { Debug << "axis aligned "; } if (mSplitPlaneStrategy & LEAST_RAY_SPLITS) { mCostNormalizer += mLeastRaySplitsFactor; Debug << "least ray splits "; } if (mSplitPlaneStrategy & BALANCED_RAYS) { mCostNormalizer += mBalancedRaysFactor; Debug << "balanced rays "; } if (mSplitPlaneStrategy & PVS) { mCostNormalizer += mPvsFactor; Debug << "pvs"; } mSplitCandidates = new vector; Debug << endl; } BspViewCell *VspBspTree::GetOutOfBoundsCell() { return mOutOfBoundsCell; } BspViewCell *VspBspTree::GetOrCreateOutOfBoundsCell() { if (!mOutOfBoundsCell) { mOutOfBoundsCell = new BspViewCell(); mOutOfBoundsCell->SetId(-1); mOutOfBoundsCell->SetValid(false); } return mOutOfBoundsCell; } const BspTreeStatistics &VspBspTree::GetStatistics() const { return mBspStats; } VspBspTree::~VspBspTree() { DEL_PTR(mRoot); DEL_PTR(mSplitCandidates); } int VspBspTree::AddMeshToPolygons(Mesh *mesh, PolygonContainer &polys, MeshInstance *parent) { FaceContainer::const_iterator fi; // copy the face data to polygons for (fi = mesh->mFaces.begin(); fi != mesh->mFaces.end(); ++ fi) { Polygon3 *poly = new Polygon3((*fi), mesh); if (poly->Valid(mEpsilon)) { poly->mParent = parent; // set parent intersectable polys.push_back(poly); } else DEL_PTR(poly); } return (int)mesh->mFaces.size(); } int VspBspTree::AddToPolygonSoup(const ViewCellContainer &viewCells, PolygonContainer &polys, int maxObjects) { int limit = (maxObjects > 0) ? Min((int)viewCells.size(), maxObjects) : (int)viewCells.size(); int polysSize = 0; for (int i = 0; i < limit; ++ i) { if (viewCells[i]->GetMesh()) // copy the mesh data to polygons { mBox.Include(viewCells[i]->GetBox()); // add to BSP tree aabb polysSize += AddMeshToPolygons(viewCells[i]->GetMesh(), polys, viewCells[i]); } } return polysSize; } int VspBspTree::AddToPolygonSoup(const ObjectContainer &objects, PolygonContainer &polys, int maxObjects) { int limit = (maxObjects > 0) ? Min((int)objects.size(), maxObjects) : (int)objects.size(); for (int i = 0; i < limit; ++i) { Intersectable *object = objects[i];//*it; Mesh *mesh = NULL; switch (object->Type()) // extract the meshes { case Intersectable::MESH_INSTANCE: mesh = dynamic_cast(object)->GetMesh(); break; case Intersectable::VIEW_CELL: mesh = dynamic_cast(object)->GetMesh(); break; // TODO: handle transformed mesh instances default: Debug << "intersectable type not supported" << endl; break; } if (mesh) // copy the mesh data to polygons { mBox.Include(object->GetBox()); // add to BSP tree aabb AddMeshToPolygons(mesh, polys, NULL); } } return (int)polys.size(); } void VspBspTree::Construct(const VssRayContainer &sampleRays, AxisAlignedBox3 *forcedBoundingBox) { mBspStats.nodes = 1; mBox.Initialize(); // initialise BSP tree bounding box if (forcedBoundingBox) mBox = *forcedBoundingBox; PolygonContainer polys; RayInfoContainer *rays = new RayInfoContainer(); VssRayContainer::const_iterator rit, rit_end = sampleRays.end(); long startTime = GetTime(); cout << "Extracting polygons from rays ... "; Intersectable::NewMail(); int numObj = 0; //-- extract polygons intersected by the rays for (rit = sampleRays.begin(); rit != rit_end; ++ rit) { VssRay *ray = *rit; if ((mBox.IsInside(ray->mTermination) || !forcedBoundingBox) && ray->mTerminationObject && !ray->mTerminationObject->Mailed()) { ray->mTerminationObject->Mail(); MeshInstance *obj = dynamic_cast(ray->mTerminationObject); AddMeshToPolygons(obj->GetMesh(), polys, obj); ++ numObj; //-- compute bounding box if (!forcedBoundingBox) mBox.Include(ray->mTermination); } if ((mBox.IsInside(ray->mOrigin) || !forcedBoundingBox) && ray->mOriginObject && !ray->mOriginObject->Mailed()) { ray->mOriginObject->Mail(); MeshInstance *obj = dynamic_cast(ray->mOriginObject); AddMeshToPolygons(obj->GetMesh(), polys, obj); ++ numObj; //-- compute bounding box if (!forcedBoundingBox) mBox.Include(ray->mOrigin); } } Debug << "maximal pvs (i.e., pvs still considered as valid) : " << mViewCellsManager->GetMaxPvsSize() << endl; //-- store rays for (rit = sampleRays.begin(); rit != rit_end; ++ rit) { VssRay *ray = *rit; float minT, maxT; static Ray hray; hray.Init(*ray); // TODO: not very efficient to implictly cast between rays types if (mBox.GetRaySegment(hray, minT, maxT)) { float len = ray->Length(); if (!len) len = Limits::Small; rays->push_back(RayInfo(ray, minT / len, maxT / len)); } } // normalize if (mUseAreaForPvs) mTermMinProbability *= mBox.SurfaceArea(); else mTermMinProbability *= mBox.GetVolume(); // throw out unnecessary polygons PreprocessPolygons(polys); mBspStats.polys = (int)polys.size(); mGlobalCostMisses = 0; cout << "finished" << endl; Debug << "\nPolygon extraction: " << (int)polys.size() << " polys extracted from " << (int)sampleRays.size() << " rays in " << TimeDiff(startTime, GetTime())*1e-3 << " secs" << endl << endl; // use split cost priority queue if (mUseSplitCostQueue) { ConstructWithSplitQueue(polys, rays); } else { Construct(polys, rays); } // clean up polygons CLEAR_CONTAINER(polys); } // TODO: return memory usage in MB float VspBspTree::GetMemUsage() const { return (float) (sizeof(VspBspTree) + mBspStats.Leaves() * sizeof(BspLeaf) + mCreatedViewCells * sizeof(BspViewCell) + mBspStats.pvs * sizeof(ObjectPvsData) + mBspStats.Interior() * sizeof(BspInterior) + mBspStats.accumRays * sizeof(RayInfo)) / (1024.0f * 1024.0f); } void VspBspTree::Construct(const PolygonContainer &polys, RayInfoContainer *rays) { VspBspTraversalQueue tQueue; mRoot = new BspLeaf(); // constrruct root node geometry BspNodeGeometry *geom = new BspNodeGeometry(); ConstructGeometry(mRoot, *geom); const float prop = mUseAreaForPvs ? geom->GetArea() : geom->GetVolume(); VspBspTraversalData tData(mRoot, new PolygonContainer(polys), 0, rays, ComputePvsSize(*rays), prop, geom); EvalPriority(tData); if (mSimulateOctree) tData.mAxis = 0; // first node is kd node, i.e. an axis aligned box if (0) tData.mIsKdNode = true; else tData.mIsKdNode = false; tQueue.push(tData); mTotalCost = tData.mPvs * tData.mProbability / mBox.GetVolume(); mTotalPvsSize = tData.mPvs; mSubdivisionStats << "#ViewCells\n1\n" << endl << "#RenderCostDecrease\n0\n" << endl << "#TotalRenderCost\n" << mTotalCost << endl << "#AvgRenderCost\n" << mTotalPvsSize << endl; Debug << "total cost: " << mTotalCost << endl; mBspStats.Start(); cout << "Constructing vsp bsp tree ... \n"; long startTime = GetTime(); int nLeaves = 500; int nViewCells = 500; // used for intermediate time measurements and progress long interTime = GetTime(); mOutOfMemory = false; mCreatedViewCells = 0; while (!tQueue.empty()) { tData = tQueue.top(); tQueue.pop(); if (0 && !mOutOfMemory) { float mem = GetMemUsage(); if (mem > mMaxMemory) { mOutOfMemory = true; Debug << "memory limit reached: " << mem << endl; } } // subdivide leaf node BspNode *r = Subdivide(tQueue, tData); if (r == mRoot) Debug << "VSP BSP tree construction time spent at root: " << TimeDiff(startTime, GetTime())*1e-3 << "s" << endl; if (mBspStats.Leaves() >= nLeaves) { nLeaves += 500; cout << "leaves=" << mBspStats.Leaves() << endl; Debug << "needed " << TimeDiff(interTime, GetTime())*1e-3 << " secs to create 500 view cells" << endl; interTime = GetTime(); } if (mCreatedViewCells >= nViewCells) { nViewCells += 500; cout << "generated " << mCreatedViewCells << " viewcells" << endl; } } Debug << "Used Memory: " << GetMemUsage() << " MB" << endl << endl; cout << "finished\n"; mBspStats.Stop(); } void VspBspTree::ConstructWithSplitQueue(const PolygonContainer &polys, RayInfoContainer *rays) { VspBspSplitQueue tQueue; mRoot = new BspLeaf(); // constrruct root node geometry BspNodeGeometry *geom = new BspNodeGeometry(); ConstructGeometry(mRoot, *geom); const float prop = mUseAreaForPvs ? geom->GetArea() : geom->GetVolume(); VspBspTraversalData tData(mRoot, new PolygonContainer(polys), 0, rays, ComputePvsSize(*rays), prop, geom); // compute first split candidate VspBspSplitCandidate splitCandidate; EvalSplitCandidate(tData, splitCandidate); tQueue.push(splitCandidate); mTotalCost = tData.mPvs * tData.mProbability / mBox.GetVolume(); mTotalPvsSize = tData.mPvs; mSubdivisionStats << "#ViewCells\n1\n" << endl << "#RenderCostDecrease\n0\n" << endl << "#dummy\n0\n" << endl << "#TotalRenderCost\n" << mTotalCost << endl << "#AvgRenderCost\n" << mTotalPvsSize << endl; Debug << "total cost: " << mTotalCost << endl; mBspStats.Start(); cout << "Constructing vsp bsp tree ... \n"; long startTime = GetTime(); int nLeaves = 500; int nViewCells = 500; // used for intermediate time measurements and progress long interTime = GetTime(); mOutOfMemory = false; mCreatedViewCells = 0; while (!tQueue.empty()) { splitCandidate = tQueue.top(); tQueue.pop(); // cost ratio of cost decrease / totalCost float costRatio = splitCandidate.GetCost() / mTotalCost; //Debug << "cost ratio: " << costRatio << endl; if (costRatio < mTermMinGlobalCostRatio) ++ mGlobalCostMisses; if (0 && !mOutOfMemory) { float mem = GetMemUsage(); if (mem > mMaxMemory) { mOutOfMemory = true; Debug << "memory limit reached: " << mem << endl; } } // subdivide leaf node BspNode *r = Subdivide(tQueue, splitCandidate); if (r == mRoot) Debug << "VSP BSP tree construction time spent at root: " << TimeDiff(startTime, GetTime())*1e-3 << "s" << endl; if (mBspStats.Leaves() >= nLeaves) { nLeaves += 500; cout << "leaves=" << mBspStats.Leaves() << endl; Debug << "needed " << TimeDiff(interTime, GetTime())*1e-3 << " secs to create 500 view cells" << endl; interTime = GetTime(); } if (mCreatedViewCells == nViewCells) { nViewCells += 500; cout << "generated " << mCreatedViewCells << " viewcells" << endl; } } Debug << "Used Memory: " << GetMemUsage() << " MB" << endl << endl; cout << "finished\n"; mBspStats.Stop(); } bool VspBspTree::LocalTerminationCriteriaMet(const VspBspTraversalData &data) const { return (((int)data.mRays->size() <= mTermMinRays) || (data.mPvs <= mTermMinPvs) || (data.mProbability <= mTermMinProbability) || (data.GetAvgRayContribution() > mTermMaxRayContribution) || (data.mDepth >= mTermMaxDepth)); } bool VspBspTree::GlobalTerminationCriteriaMet(const VspBspTraversalData &data) const { return (mOutOfMemory || (mBspStats.Leaves() >= mMaxViewCells) || (mGlobalCostMisses >= mTermGlobalCostMissTolerance) ); } BspNode *VspBspTree::Subdivide(VspBspTraversalQueue &tQueue, VspBspTraversalData &tData) { BspNode *newNode = tData.mNode; if (!LocalTerminationCriteriaMet(tData) && !GlobalTerminationCriteriaMet(tData)) { PolygonContainer coincident; VspBspTraversalData tFrontData; VspBspTraversalData tBackData; if (mSimulateOctree) { // choose axes in circular motion tFrontData.mAxis = (tData.mAxis + 1) % 3; tBackData.mAxis = (tData.mAxis + 1) % 3; } // create new interior node and two leaf nodes // or return leaf as it is (if maxCostRatio missed) int splitAxis; bool splitFurther = true; int maxCostMisses = tData.mMaxCostMisses; Plane3 splitPlane; BspLeaf *leaf = dynamic_cast(tData.mNode); if (!SelectPlane(splitPlane, leaf, tData, tFrontData, tBackData, splitAxis)) { ++ maxCostMisses; if (maxCostMisses > mTermMissTolerance) { // terminate branch because of max cost ++ mBspStats.maxCostNodes; splitFurther = false; } } if (splitFurther) //-- continue subdivision { newNode = SubdivideNode(splitPlane, tData, tFrontData, tBackData, coincident); if (splitAxis < 3) ++ mBspStats.splits[splitAxis]; else ++ mBspStats.polySplits; tFrontData.mIsKdNode = tBackData.mIsKdNode = (tData.mIsKdNode && splitAxis < 3); // how often was max cost ratio missed in this branch? tFrontData.mMaxCostMisses = maxCostMisses; tBackData.mMaxCostMisses = maxCostMisses; EvalPriority(tFrontData); EvalPriority(tBackData); if (1) { float cFront = (float)tFrontData.mPvs * tFrontData.mProbability; float cBack = (float)tBackData.mPvs * tBackData.mProbability; float cData = (float)tData.mPvs * tData.mProbability;; float costDecr = (cFront + cBack - cData) / mBox.GetVolume(); mTotalCost += costDecr; mTotalPvsSize += tFrontData.mPvs + tBackData.mPvs - tData.mPvs; mSubdivisionStats << "#ViewCells\n" << mBspStats.Leaves() << endl << "#RenderCostDecrease\n" << -costDecr << endl << "#TotalRenderCost\n" << mTotalCost << endl << "#AvgRenderCost\n" << (float)mTotalPvsSize / (float)mBspStats.Leaves() << endl; } // push the children on the stack tQueue.push(tFrontData); tQueue.push(tBackData); // delete old leaf node DEL_PTR(tData.mNode); } } //-- terminate traversal and create new view cell if (newNode->IsLeaf()) { BspLeaf *leaf = dynamic_cast(newNode); BspViewCell *viewCell = new BspViewCell(); leaf->SetViewCell(viewCell); //-- update pvs int conSamp = 0; float sampCon = 0.0f; AddToPvs(leaf, *tData.mRays, sampCon, conSamp); mBspStats.contributingSamples += conSamp; mBspStats.sampleContributions +=(int) sampCon; //-- store additional info if (mStoreRays) { RayInfoContainer::const_iterator it, it_end = tData.mRays->end(); for (it = tData.mRays->begin(); it != it_end; ++ it) { (*it).mRay->Ref(); leaf->mVssRays.push_back((*it).mRay); } } // should I check here? if (0 && !mViewCellsManager->CheckValidity(viewCell, 0, mViewCellsManager->GetMaxPvsSize())) { viewCell->SetValid(false); leaf->SetTreeValid(false); PropagateUpValidity(leaf); ++ mBspStats.invalidLeaves; } viewCell->mLeaf = leaf; if (mUseAreaForPvs) viewCell->SetArea(tData.mProbability); else viewCell->SetVolume(tData.mProbability); leaf->mProbability = tData.mProbability; EvaluateLeafStats(tData); } //-- cleanup tData.Clear(); return newNode; } BspNode *VspBspTree::Subdivide(VspBspSplitQueue &tQueue, VspBspSplitCandidate &splitCandidate) { VspBspTraversalData &tData = splitCandidate.mParentData; BspNode *newNode = tData.mNode; if (!LocalTerminationCriteriaMet(tData) && !GlobalTerminationCriteriaMet(tData)) { PolygonContainer coincident; VspBspTraversalData tFrontData; VspBspTraversalData tBackData; //-- continue subdivision // create new interior node and two leaf node const Plane3 splitPlane = splitCandidate.mSplitPlane; newNode = SubdivideNode(splitPlane, tData, tFrontData, tBackData, coincident); const int splitAxis = splitCandidate.mSplitAxis; const int maxCostMisses = splitCandidate.mMaxCostMisses; if (splitAxis < 3) ++ mBspStats.splits[splitAxis]; else ++ mBspStats.polySplits; tFrontData.mIsKdNode = tBackData.mIsKdNode = (tData.mIsKdNode && splitAxis < 3); // how often was max cost ratio missed in this branch? tFrontData.mMaxCostMisses = maxCostMisses; tBackData.mMaxCostMisses = maxCostMisses; if (1) { float cFront = (float)tFrontData.mPvs * tFrontData.mProbability; float cBack = (float)tBackData.mPvs * tBackData.mProbability; float cData = (float)tData.mPvs * tData.mProbability; float costDecr = (cFront + cBack - cData) / mBox.GetVolume(); mTotalCost += costDecr; mTotalPvsSize += tFrontData.mPvs + tBackData.mPvs - tData.mPvs; mSubdivisionStats << "#ViewCells\n" << mBspStats.Leaves() << endl << "#RenderCostDecrease\n" << -costDecr << endl << "#dummy\n" << splitCandidate.GetCost() << endl << "#TotalRenderCost\n" << mTotalCost << endl << "#AvgRenderCost\n" << (float)mTotalPvsSize / (float)mBspStats.Leaves() << endl; } //-- push the new split candidates on the stack VspBspSplitCandidate frontCandidate; VspBspSplitCandidate backCandidate; EvalSplitCandidate(tFrontData, frontCandidate); EvalSplitCandidate(tBackData, backCandidate); tQueue.push(frontCandidate); tQueue.push(backCandidate); // delete old leaf node DEL_PTR(tData.mNode); } //-- terminate traversal and create new view cell if (newNode->IsLeaf()) { BspLeaf *leaf = dynamic_cast(newNode); BspViewCell *viewCell = new BspViewCell(); leaf->SetViewCell(viewCell); //-- update pvs int conSamp = 0; float sampCon = 0.0f; AddToPvs(leaf, *tData.mRays, sampCon, conSamp); mBspStats.contributingSamples += conSamp; mBspStats.sampleContributions +=(int) sampCon; //-- store additional info if (mStoreRays) { RayInfoContainer::const_iterator it, it_end = tData.mRays->end(); for (it = tData.mRays->begin(); it != it_end; ++ it) { (*it).mRay->Ref(); leaf->mVssRays.push_back((*it).mRay); } } // should I check here? viewCell->mLeaf = leaf; if (mUseAreaForPvs) viewCell->SetArea(tData.mProbability); else viewCell->SetVolume(tData.mProbability); leaf->mProbability = tData.mProbability; EvaluateLeafStats(tData); } //-- cleanup tData.Clear(); return newNode; } void VspBspTree::EvalPriority(VspBspTraversalData &tData) const { tData.mPriority = mBreathFirstSplits ? (float)-tData.mDepth : tData.mPvs * tData.mProbability; //cout << "priority: " << tData.mPriority << endl; } void VspBspTree::EvalSplitCandidate(VspBspTraversalData &tData, VspBspSplitCandidate &splitData) { VspBspTraversalData frontData; VspBspTraversalData backData; BspLeaf *leaf = dynamic_cast(tData.mNode); // compute locally best split plane bool success = SelectPlane(splitData.mSplitPlane, leaf, tData, frontData, backData, splitData.mSplitAxis); // TODO: reuse DEL_PTR(frontData.mGeometry); DEL_PTR(backData.mGeometry); // compute global decrease in render cost splitData.mRenderCost = EvalRenderCostDecrease(splitData.mSplitPlane, tData); splitData.mParentData = tData; splitData.mMaxCostMisses = success ? tData.mMaxCostMisses : tData.mMaxCostMisses + 1; } BspInterior *VspBspTree::SubdivideNode(const Plane3 &splitPlane, VspBspTraversalData &tData, VspBspTraversalData &frontData, VspBspTraversalData &backData, PolygonContainer &coincident) { BspLeaf *leaf = dynamic_cast(tData.mNode); //-- the front and back traversal data is filled with the new values frontData.mDepth = tData.mDepth + 1; frontData.mPolygons = new PolygonContainer(); frontData.mRays = new RayInfoContainer(); backData.mDepth = tData.mDepth + 1; backData.mPolygons = new PolygonContainer(); backData.mRays = new RayInfoContainer(); //-- subdivide rays SplitRays(splitPlane, *tData.mRays, *frontData.mRays, *backData.mRays); // compute pvs frontData.mPvs = ComputePvsSize(*frontData.mRays); backData.mPvs = ComputePvsSize(*backData.mRays); // split front and back node geometry and compute area // if geometry was not already computed if (!frontData.mGeometry && !backData.mGeometry) { frontData.mGeometry = new BspNodeGeometry(); backData.mGeometry = new BspNodeGeometry(); tData.mGeometry->SplitGeometry(*frontData.mGeometry, *backData.mGeometry, splitPlane, mBox, //0.0f); mEpsilon); if (mUseAreaForPvs) { frontData.mProbability = frontData.mGeometry->GetArea(); backData.mProbability = backData.mGeometry->GetArea(); } else { frontData.mProbability = frontData.mGeometry->GetVolume(); backData.mProbability = tData.mProbability - frontData.mProbability; if (frontData.mProbability < -0.00001) Debug << "here2 error f: " << frontData.mProbability << endl; if (backData.mProbability < -0.00001) Debug << "here2 error b: " << backData.mProbability << endl; // clamp because of precision issues if (0) { if (frontData.mProbability < 0) frontData.mProbability = 0; if (backData.mProbability < 0) backData.mProbability = 0; } } } // subdivide polygons SplitPolygons(splitPlane, *tData.mPolygons, *frontData.mPolygons, *backData.mPolygons, coincident); /////////////////////////////////////// // subdivide further mBspStats.nodes += 2; BspInterior *interior = new BspInterior(splitPlane); #ifdef _DEBUG Debug << interior << endl; #endif //-- create front and back leaf BspInterior *parent = leaf->GetParent(); // replace a link from node's parent if (parent) { parent->ReplaceChildLink(leaf, interior); interior->SetParent(parent); } else // new root { mRoot = interior; } // and setup child links interior->SetupChildLinks(new BspLeaf(interior), new BspLeaf(interior)); frontData.mNode = interior->GetFront(); backData.mNode = interior->GetBack(); interior->mTimeStamp = mTimeStamp ++; //DEL_PTR(leaf); return interior; } void VspBspTree::AddToPvs(BspLeaf *leaf, const RayInfoContainer &rays, float &sampleContributions, int &contributingSamples) { sampleContributions = 0; contributingSamples = 0; RayInfoContainer::const_iterator it, it_end = rays.end(); ViewCell *vc = leaf->GetViewCell(); // add contributions from samples to the PVS for (it = rays.begin(); it != it_end; ++ it) { float sc = 0.0f; VssRay *ray = (*it).mRay; bool madeContrib = false; float contribution; if (ray->mTerminationObject) { if (vc->GetPvs().AddSample(ray->mTerminationObject, ray->mPdf, contribution)) madeContrib = true; sc += contribution; } if (ray->mOriginObject) { if (vc->GetPvs().AddSample(ray->mOriginObject, ray->mPdf, contribution)) madeContrib = true; sc += contribution; } sampleContributions += sc; if (madeContrib) ++ contributingSamples; //leaf->mVssRays.push_back(ray); } } void VspBspTree::SortSplitCandidates(const RayInfoContainer &rays, const int axis) { mSplitCandidates->clear(); int requestedSize = 2 * (int)(rays.size()); // creates a sorted split candidates array if (mSplitCandidates->capacity() > 500000 && requestedSize < (int)(mSplitCandidates->capacity() / 10) ) { delete mSplitCandidates; mSplitCandidates = new vector; } mSplitCandidates->reserve(requestedSize); // insert all queries for (RayInfoContainer::const_iterator ri = rays.begin(); ri < rays.end(); ++ ri) { const bool positive = (*ri).mRay->HasPosDir(axis); mSplitCandidates->push_back(SortableEntry(positive ? SortableEntry::ERayMin : SortableEntry::ERayMax, (*ri).ExtrapOrigin(axis), (*ri).mRay)); mSplitCandidates->push_back(SortableEntry(positive ? SortableEntry::ERayMax : SortableEntry::ERayMin, (*ri).ExtrapTermination(axis), (*ri).mRay)); } stable_sort(mSplitCandidates->begin(), mSplitCandidates->end()); } float VspBspTree::BestCostRatioHeuristics(const RayInfoContainer &rays, const AxisAlignedBox3 &box, const int pvsSize, const int &axis, float &position) { SortSplitCandidates(rays, axis); // go through the lists, count the number of objects left and right // and evaluate the following cost funcion: // C = ct_div_ci + (ql*rl + qr*rr)/queries int pvsl = 0, pvsr = pvsSize; int pvsBack = pvsl; int pvsFront = pvsr; float minBox = box.Min(axis); float maxBox = box.Max(axis); float sizeBox = maxBox - minBox; float minBand = minBox + 0.1f * (maxBox - minBox); float maxBand = minBox + 0.9f * (maxBox - minBox); float sum = (float)pvsSize * sizeBox; float minSum = 1e20f; Intersectable::NewMail(); RayInfoContainer::const_iterator ri, ri_end = rays.end(); // set all object as belonging to the front pvs for(ri = rays.begin(); ri != ri_end; ++ ri) { Intersectable *oObject = (*ri).mRay->mOriginObject; Intersectable *tObject = (*ri).mRay->mTerminationObject; if (oObject) { if (!oObject->Mailed()) { oObject->Mail(); oObject->mCounter = 1; } else { ++ oObject->mCounter; } } if (tObject) { if (!tObject->Mailed()) { tObject->Mail(); tObject->mCounter = 1; } else { ++ tObject->mCounter; } } } Intersectable::NewMail(); vector::const_iterator ci, ci_end = mSplitCandidates->end(); for (ci = mSplitCandidates->begin(); ci < ci_end; ++ ci) { VssRay *ray; ray = (*ci).ray; Intersectable *oObject = ray->mOriginObject; Intersectable *tObject = ray->mTerminationObject; switch ((*ci).type) { case SortableEntry::ERayMin: { if (oObject && !oObject->Mailed()) { oObject->Mail(); ++ pvsl; } if (tObject && !tObject->Mailed()) { tObject->Mail(); ++ pvsl; } break; } case SortableEntry::ERayMax: { if (oObject) { if (-- oObject->mCounter == 0) -- pvsr; } if (tObject) { if (-- tObject->mCounter == 0) -- pvsr; } break; } } // Note: sufficient to compare size of bounding boxes of front and back side? if ((*ci).value > minBand && (*ci).value < maxBand) { sum = pvsl * ((*ci).value - minBox) + pvsr * (maxBox - (*ci).value); // cout<<"pos="<<(*ci).value<<"\t q=("< only take minmax vertices if (1) { PolygonContainer::const_iterator it, it_end = tData.mGeometry->GetPolys().end(); for(it = tData.mGeometry->GetPolys().begin(); it < it_end; ++ it) box.Include(*(*it)); } else { RayInfoContainer::const_iterator ri, ri_end = tData.mRays->end(); for(ri = tData.mRays->begin(); ri < ri_end; ++ ri) box.Include((*ri).ExtrapTermination()); } int sAxis = 0; bool useSpecialAxis = mOnlyDrivingAxis || mUseRandomAxis || mSimulateOctree; // use some kind of specialised fixed axis if (mOnlyDrivingAxis) sAxis = box.Size().DrivingAxis(); else if (mUseRandomAxis) sAxis = Random(3); else if (mSimulateOctree) sAxis = tData.mAxis; //Debug << "use special axis: " << useSpecialAxis << endl; //Debug << "axis: " << sAxis << " drivingaxis: " << box.Size().DrivingAxis(); for (axis = 0; axis < 3; ++ axis) { if (!useSpecialAxis || (axis == sAxis)) { if (!mUseCostHeuristics) { nFrontGeom[axis] = new BspNodeGeometry(); nBackGeom[axis] = new BspNodeGeometry(); nPosition[axis] = (box.Min()[axis] + box.Max()[axis]) * 0.5f; Vector3 normal(0,0,0); normal[axis] = 1.0f; // allows faster split because we have axis aligned kd tree boxes if (0 && useKdSplit) { nCostRatio[axis] = EvalAxisAlignedSplitCost(tData, box, axis, nPosition[axis], nProbFront[axis], nProbBack[axis]); Vector3 pos; pos = box.Max(); pos[axis] = nPosition[axis]; AxisAlignedBox3 bBox(box.Min(), pos); // TODO #if 0 bBox.ExtractPolys(nBackGeom[axis]->GetPolys()); #endif pos = box.Min(); pos[axis] = nPosition[axis]; AxisAlignedBox3 fBox(pos, box.Max()); // TODO #if 0 fBox.ExtractPolys(nFrontGeom[axis]->GetPolys()); #endif } else { nCostRatio[axis] = EvalSplitPlaneCost(Plane3(normal, nPosition[axis]), tData, *nFrontGeom[axis], *nBackGeom[axis], nProbFront[axis], nProbBack[axis]); } } else { nCostRatio[axis] = BestCostRatioHeuristics(*tData.mRays, box, tData.mPvs, axis, nPosition[axis]); } if (bestAxis == -1) { bestAxis = axis; } else if (nCostRatio[axis] < nCostRatio[bestAxis]) { bestAxis = axis; } } } //-- assign values axis = bestAxis; pFront = nProbFront[bestAxis]; pBack = nProbBack[bestAxis]; // assign best split nodes geometry *frontGeom = nFrontGeom[bestAxis]; *backGeom = nBackGeom[bestAxis]; // and delete other geometry DEL_PTR(nFrontGeom[(bestAxis + 1) % 3]); DEL_PTR(nBackGeom[(bestAxis + 2) % 3]); //-- split plane Vector3 normal(0,0,0); normal[bestAxis] = 1; plane = Plane3(normal, nPosition[bestAxis]); return nCostRatio[bestAxis]; } bool VspBspTree::SelectPlane(Plane3 &bestPlane, BspLeaf *leaf, VspBspTraversalData &data, VspBspTraversalData &frontData, VspBspTraversalData &backData, int &splitAxis) { // simplest strategy: just take next polygon if (mSplitPlaneStrategy & RANDOM_POLYGON) { if (!data.mPolygons->empty()) { const int randIdx = (int)RandomValue(0, (Real)((int)data.mPolygons->size() - 1)); Polygon3 *nextPoly = (*data.mPolygons)[randIdx]; bestPlane = nextPoly->GetSupportingPlane(); return true; } } //-- use heuristics to find appropriate plane // intermediate plane Plane3 plane; float lowestCost = MAX_FLOAT; // decides if the first few splits should be only axisAligned const bool onlyAxisAligned = (mSplitPlaneStrategy & AXIS_ALIGNED) && ((int)data.mRays->size() > mTermMinRaysForAxisAligned) && ((int)data.GetAvgRayContribution() < mTermMaxRayContriForAxisAligned); const int limit = onlyAxisAligned ? 0 : Min((int)data.mPolygons->size(), mMaxPolyCandidates); float candidateCost; int maxIdx = (int)data.mPolygons->size(); for (int i = 0; i < limit; ++ i) { // the already taken candidates are stored behind maxIdx // => assure that no index is taken twice const int candidateIdx = (int)RandomValue(0, (Real)(-- maxIdx)); Polygon3 *poly = (*data.mPolygons)[candidateIdx]; // swap candidate to the end to avoid testing same plane std::swap((*data.mPolygons)[maxIdx], (*data.mPolygons)[candidateIdx]); //Polygon3 *poly = (*data.mPolygons)[(int)RandomValue(0, (int)polys.size() - 1)]; // evaluate current candidate BspNodeGeometry fGeom, bGeom; float fArea, bArea; plane = poly->GetSupportingPlane(); candidateCost = EvalSplitPlaneCost(plane, data, fGeom, bGeom, fArea, bArea); if (candidateCost < lowestCost) { bestPlane = plane; lowestCost = candidateCost; } } //-- evaluate axis aligned splits int axis; BspNodeGeometry *fGeom, *bGeom; float pFront, pBack; candidateCost = 99999999.0f; // option: axis aligned split only if no polygon available if (!mUsePolygonSplitIfAvailable || data.mPolygons->empty()) { candidateCost = SelectAxisAlignedPlane(plane, data, axis, &fGeom, &bGeom, pFront, pBack, data.mIsKdNode); } splitAxis = 3; if (candidateCost < lowestCost) { bestPlane = plane; lowestCost = candidateCost; splitAxis = axis; // assign already computed values // we can do this because we always save the // computed values from the axis aligned splits if (fGeom && bGeom) { frontData.mGeometry = fGeom; backData.mGeometry = bGeom; frontData.mProbability = pFront; backData.mProbability = pBack; } } else { DEL_PTR(fGeom); DEL_PTR(bGeom); } // if (lowestCost > 10) // Debug << "warning!! lowest cost: " << lowestCost << endl; #ifdef _DEBUG Debug << "plane lowest cost: " << lowestCost << endl; #endif if (lowestCost > mTermMaxCostRatio) { return false; } return true; } Plane3 VspBspTree::ChooseCandidatePlane(const RayInfoContainer &rays) const { const int candidateIdx = (int)RandomValue(0, (Real)((int)rays.size() - 1)); const Vector3 minPt = rays[candidateIdx].ExtrapOrigin(); const Vector3 maxPt = rays[candidateIdx].ExtrapTermination(); const Vector3 pt = (maxPt + minPt) * 0.5; const Vector3 normal = Normalize(rays[candidateIdx].mRay->GetDir()); return Plane3(normal, pt); } Plane3 VspBspTree::ChooseCandidatePlane2(const RayInfoContainer &rays) const { Vector3 pt[3]; int idx[3]; int cmaxT = 0; int cminT = 0; bool chooseMin = false; for (int j = 0; j < 3; ++ j) { idx[j] = (int)RandomValue(0, (Real)((int)rays.size() * 2 - 1)); if (idx[j] >= (int)rays.size()) { idx[j] -= (int)rays.size(); chooseMin = (cminT < 2); } else chooseMin = (cmaxT < 2); RayInfo rayInf = rays[idx[j]]; pt[j] = chooseMin ? rayInf.ExtrapOrigin() : rayInf.ExtrapTermination(); } return Plane3(pt[0], pt[1], pt[2]); } Plane3 VspBspTree::ChooseCandidatePlane3(const RayInfoContainer &rays) const { Vector3 pt[3]; int idx1 = (int)RandomValue(0, (Real)((int)rays.size() - 1)); int idx2 = (int)RandomValue(0, (Real)((int)rays.size() - 1)); // check if rays different if (idx1 == idx2) idx2 = (idx2 + 1) % (int)rays.size(); const RayInfo ray1 = rays[idx1]; const RayInfo ray2 = rays[idx2]; // normal vector of the plane parallel to both lines const Vector3 norm = Normalize(CrossProd(ray1.mRay->GetDir(), ray2.mRay->GetDir())); // vector from line 1 to line 2 const Vector3 vd = ray2.ExtrapOrigin() - ray1.ExtrapOrigin(); // project vector on normal to get distance const float dist = DotProd(vd, norm); // point on plane lies halfway between the two planes const Vector3 planePt = ray1.ExtrapOrigin() + norm * dist * 0.5; return Plane3(norm, planePt); } inline void VspBspTree::GenerateUniqueIdsForPvs() { Intersectable::NewMail(); sBackId = Intersectable::sMailId; Intersectable::NewMail(); sFrontId = Intersectable::sMailId; Intersectable::NewMail(); sFrontAndBackId = Intersectable::sMailId; } float VspBspTree::EvalRenderCostDecrease(const Plane3 &candidatePlane, const VspBspTraversalData &data) const { int pvsFront = 0; int pvsBack = 0; int totalPvs = 0; // probability that view point lies in back / front node float pOverall = data.mProbability; float pFront = 0; float pBack = 0; // create unique ids for pvs heuristics GenerateUniqueIdsForPvs(); for (int i = 0; i < data.mRays->size(); ++ i) { RayInfo rayInf = (*data.mRays)[i]; float t; VssRay *ray = rayInf.mRay; const int cf = rayInf.ComputeRayIntersection(candidatePlane, t); // find front and back pvs for origing and termination object AddObjToPvs(ray->mTerminationObject, cf, pvsFront, pvsBack, totalPvs); AddObjToPvs(ray->mOriginObject, cf, pvsFront, pvsBack, totalPvs); } BspNodeGeometry geomFront; BspNodeGeometry geomBack; // construct child geometry with regard to the candidate split plane data.mGeometry->SplitGeometry(geomFront, geomBack, candidatePlane, mBox, //0.0f); mEpsilon); if (!mUseAreaForPvs) // use front and back cell areas to approximate volume { pFront = geomFront.GetVolume(); pBack = pOverall - pFront; if ((pFront < 0.0) || (pBack < 0.0)) { Debug << "vol f " << pFront << " b " << pBack << " p " << pOverall << endl; Debug << "real vol f " << pFront << " b " << geomBack.GetVolume() << " p " << pOverall << endl; Debug << "polys f " << geomFront.Size() << " b " << geomBack.Size() << " data " << data.mGeometry->Size() << endl; } // clamp because of possible precision issues if (0) { if (pFront < 0) pFront = 0; if (pBack < 0) pBack = 0; } } else { pFront = geomFront.GetArea(); pBack = geomBack.GetArea(); } // -- pvs rendering heuristics const int lowerPvsLimit = mViewCellsManager->GetMinPvsSize(); const int upperPvsLimit = mViewCellsManager->GetMaxPvsSize(); // only render cost heuristics or combined with standard deviation const float penaltyOld = EvalPvsPenalty(totalPvs, lowerPvsLimit, upperPvsLimit); const float penaltyFront = EvalPvsPenalty(pvsFront, lowerPvsLimit, upperPvsLimit); const float penaltyBack = EvalPvsPenalty(pvsBack, lowerPvsLimit, upperPvsLimit); const float oldRenderCost = pOverall * penaltyOld; const float newRenderCost = penaltyFront * pFront + penaltyBack * pBack; //Debug << "decrease: " << oldRenderCost - newRenderCost << endl; return (oldRenderCost - newRenderCost) / mBox.GetVolume(); } float VspBspTree::EvalSplitPlaneCost(const Plane3 &candidatePlane, const VspBspTraversalData &data, BspNodeGeometry &geomFront, BspNodeGeometry &geomBack, float &pFront, float &pBack) const { float cost = 0; int totalPvs = 0; int pvsFront = 0; int pvsBack = 0; // probability that view point lies in back / front node float pOverall = 0; pFront = 0; pBack = 0; int limit; bool useRand; // create unique ids for pvs heuristics GenerateUniqueIdsForPvs(); // choose test rays randomly if too much if ((int)data.mRays->size() > mMaxTests) { useRand = true; limit = mMaxTests; } else { useRand = false; limit = (int)data.mRays->size(); } for (int i = 0; i < limit; ++ i) { const int testIdx = useRand ? (int)RandomValue(0, (Real)((int)data.mRays->size() - 1)) : i; RayInfo rayInf = (*data.mRays)[testIdx]; float t; VssRay *ray = rayInf.mRay; const int cf = rayInf.ComputeRayIntersection(candidatePlane, t); // find front and back pvs for origing and termination object AddObjToPvs(ray->mTerminationObject, cf, pvsFront, pvsBack, totalPvs); AddObjToPvs(ray->mOriginObject, cf, pvsFront, pvsBack, totalPvs); } // construct child geometry with regard to the candidate split plane bool splitSuccessFull = data.mGeometry->SplitGeometry(geomFront, geomBack, candidatePlane, mBox, //0.0f); mEpsilon); pOverall = data.mProbability; if (!mUseAreaForPvs) // use front and back cell areas to approximate volume { pFront = geomFront.GetVolume(); pBack = pOverall - pFront; // clamp because of possible precision issues if (0 && (!splitSuccessFull || (pFront <= 0) || (pBack <= 0) || !geomFront.Valid() || !geomBack.Valid())) { Debug << "error f: " << pFront << " b: " << pBack << endl; return 999; } } else { pFront = geomFront.GetArea(); pBack = geomBack.GetArea(); } // -- pvs rendering heuristics const int lowerPvsLimit = mViewCellsManager->GetMinPvsSize(); const int upperPvsLimit = mViewCellsManager->GetMaxPvsSize(); // only render cost heuristics or combined with standard deviation const float penaltyOld = EvalPvsPenalty(totalPvs, lowerPvsLimit, upperPvsLimit); const float penaltyFront = EvalPvsPenalty(pvsFront, lowerPvsLimit, upperPvsLimit); const float penaltyBack = EvalPvsPenalty(pvsBack, lowerPvsLimit, upperPvsLimit); const float oldRenderCost = pOverall * penaltyOld; const float newRenderCost = penaltyFront * pFront + penaltyBack * pBack; float oldCost, newCost; // only render cost if (1) { oldCost = oldRenderCost; newCost = newRenderCost; } else // also considering standard deviation { // standard deviation is difference of back and front pvs const float expectedCost = 0.5f * (penaltyFront + penaltyBack); const float newDeviation = 0.5f * fabs(penaltyFront - expectedCost) + fabs(penaltyBack - expectedCost); const float oldDeviation = penaltyOld; newCost = mRenderCostWeight * newRenderCost + (1.0f - mRenderCostWeight) * newDeviation; oldCost = mRenderCostWeight * oldRenderCost + (1.0f - mRenderCostWeight) * oldDeviation; } cost += mPvsFactor * newCost / (oldCost + Limits::Small); #ifdef _DEBUG Debug << "totalpvs: " << data.mPvs << " ptotal: " << pOverall << " frontpvs: " << pvsFront << " pFront: " << pFront << " backpvs: " << pvsBack << " pBack: " << pBack << endl << endl; Debug << "cost: " << cost << endl; #endif return cost; } float VspBspTree::EvalAxisAlignedSplitCost(const VspBspTraversalData &data, const AxisAlignedBox3 &box, const int axis, const float &position, float &pFront, float &pBack) const { int pvsTotal = 0; int pvsFront = 0; int pvsBack = 0; // create unique ids for pvs heuristics GenerateUniqueIdsForPvs(); const int pvsSize = data.mPvs; RayInfoContainer::const_iterator rit, rit_end = data.mRays->end(); // this is the main ray classification loop! for(rit = data.mRays->begin(); rit != rit_end; ++ rit) { //if (!(*rit).mRay->IsActive()) continue; // determine the side of this ray with respect to the plane float t; const int side = (*rit).ComputeRayIntersection(axis, position, t); AddObjToPvs((*rit).mRay->mTerminationObject, side, pvsFront, pvsBack, pvsTotal); AddObjToPvs((*rit).mRay->mOriginObject, side, pvsFront, pvsBack, pvsTotal); } //-- pvs heuristics float pOverall; //-- compute heurstics // we take simplified computation for mid split pOverall = data.mProbability; if (!mUseAreaForPvs) { // volume pBack = pFront = pOverall * 0.5f; #if 0 // box length substitute for probability const float minBox = box.Min(axis); const float maxBox = box.Max(axis); pBack = position - minBox; pFront = maxBox - position; pOverall = maxBox - minBox; #endif } else //-- area substitute for probability { const int axis2 = (axis + 1) % 3; const int axis3 = (axis + 2) % 3; const float faceArea = (box.Max(axis2) - box.Min(axis2)) * (box.Max(axis3) - box.Min(axis3)); pBack = pFront = pOverall * 0.5f + faceArea; } #ifdef _DEBUG Debug << axis << " " << pvsSize << " " << pvsBack << " " << pvsFront << endl; Debug << pFront << " " << pBack << " " << pOverall << endl; #endif const float newCost = pvsBack * pBack + pvsFront * pFront; const float oldCost = (float)pvsSize * pOverall + Limits::Small; return (mCtDivCi + newCost) / oldCost; } void VspBspTree::AddObjToPvs(Intersectable *obj, const int cf, int &frontPvs, int &backPvs, int &totalPvs) const { if (!obj) return; // new object if ((obj->mMailbox != sFrontId) && (obj->mMailbox != sBackId) && (obj->mMailbox != sFrontAndBackId)) { ++ totalPvs; } // TODO: does this really belong to no pvs? //if (cf == Ray::COINCIDENT) return; // object belongs to both PVS if (cf >= 0) { if ((obj->mMailbox != sFrontId) && (obj->mMailbox != sFrontAndBackId)) { ++ frontPvs; if (obj->mMailbox == sBackId) obj->mMailbox = sFrontAndBackId; else obj->mMailbox = sFrontId; } } if (cf <= 0) { if ((obj->mMailbox != sBackId) && (obj->mMailbox != sFrontAndBackId)) { ++ backPvs; if (obj->mMailbox == sFrontId) obj->mMailbox = sFrontAndBackId; else obj->mMailbox = sBackId; } } } void VspBspTree::CollectLeaves(vector &leaves, const bool onlyUnmailed, const int maxPvsSize) const { stack nodeStack; nodeStack.push(mRoot); while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { // test if this leaf is in valid view space BspLeaf *leaf = dynamic_cast(node); if (leaf->TreeValid() && (!onlyUnmailed || !leaf->Mailed()) && ((maxPvsSize < 0) || (leaf->GetViewCell()->GetPvs().GetSize() <= maxPvsSize))) { leaves.push_back(leaf); } } else { BspInterior *interior = dynamic_cast(node); nodeStack.push(interior->GetBack()); nodeStack.push(interior->GetFront()); } } } AxisAlignedBox3 VspBspTree::GetBoundingBox() const { return mBox; } BspNode *VspBspTree::GetRoot() const { return mRoot; } void VspBspTree::EvaluateLeafStats(const VspBspTraversalData &data) { // the node became a leaf -> evaluate stats for leafs BspLeaf *leaf = dynamic_cast(data.mNode); // store maximal and minimal depth if (data.mDepth > mBspStats.maxDepth) mBspStats.maxDepth = data.mDepth; if (data.mPvs > mBspStats.maxPvs) mBspStats.maxPvs = data.mPvs; mBspStats.pvs += data.mPvs; if (data.mDepth < mBspStats.minDepth) mBspStats.minDepth = data.mDepth; if (data.mDepth >= mTermMaxDepth) ++ mBspStats.maxDepthNodes; // accumulate rays to compute rays / leaf mBspStats.accumRays += (int)data.mRays->size(); if (data.mPvs < mTermMinPvs) ++ mBspStats.minPvsNodes; if ((int)data.mRays->size() < mTermMinRays) ++ mBspStats.minRaysNodes; if (data.GetAvgRayContribution() > mTermMaxRayContribution) ++ mBspStats.maxRayContribNodes; if (data.mProbability <= mTermMinProbability) ++ mBspStats.minProbabilityNodes; // accumulate depth to compute average depth mBspStats.accumDepth += data.mDepth; ++ mCreatedViewCells; #ifdef _DEBUG Debug << "BSP stats: " << "Depth: " << data.mDepth << " (max: " << mTermMaxDepth << "), " << "PVS: " << data.mPvs << " (min: " << mTermMinPvs << "), " // << "Area: " << data.mProbability << " (min: " << mTermMinProbability << "), " << "#rays: " << (int)data.mRays->size() << " (max: " << mTermMinRays << "), " << "#pvs: " << leaf->GetViewCell()->GetPvs().GetSize() << "=, " << "#avg ray contrib (pvs): " << (float)data.mPvs / (float)data.mRays->size() << endl; #endif } int VspBspTree::CastRay(Ray &ray) { int hits = 0; stack tQueue; float maxt, mint; if (!mBox.GetRaySegment(ray, mint, maxt)) return 0; Intersectable::NewMail(); ViewCell::NewMail(); Vector3 entp = ray.Extrap(mint); Vector3 extp = ray.Extrap(maxt); BspNode *node = mRoot; BspNode *farChild = NULL; while (1) { if (!node->IsLeaf()) { BspInterior *in = dynamic_cast(node); Plane3 splitPlane = in->GetPlane(); const int entSide = splitPlane.Side(entp); const int extSide = splitPlane.Side(extp); if (entSide < 0) { node = in->GetBack(); if(extSide <= 0) // plane does not split ray => no far child continue; farChild = in->GetFront(); // plane splits ray } else if (entSide > 0) { node = in->GetFront(); if (extSide >= 0) // plane does not split ray => no far child continue; farChild = in->GetBack(); // plane splits ray } else // ray and plane are coincident { // WHAT TO DO IN THIS CASE ? //break; node = in->GetFront(); continue; } // push data for far child tQueue.push(BspRayTraversalData(farChild, extp, maxt)); // find intersection of ray segment with plane float t; extp = splitPlane.FindIntersection(ray.GetLoc(), extp, &t); maxt *= t; } else // reached leaf => intersection with view cell { BspLeaf *leaf = dynamic_cast(node); if (!leaf->GetViewCell()->Mailed()) { //ray.bspIntersections.push_back(Ray::VspBspIntersection(maxt, leaf)); leaf->GetViewCell()->Mail(); ++ hits; } //-- fetch the next far child from the stack if (tQueue.empty()) break; entp = extp; mint = maxt; // NOTE: need this? if (ray.GetType() == Ray::LINE_SEGMENT && mint > 1.0f) break; BspRayTraversalData &s = tQueue.top(); node = s.mNode; extp = s.mExitPoint; maxt = s.mMaxT; tQueue.pop(); } } return hits; } void VspBspTree::CollectViewCells(ViewCellContainer &viewCells, bool onlyValid) const { ViewCell::NewMail(); CollectViewCells(mRoot, onlyValid, viewCells, true); } void VspBspTree::CollapseViewCells() { // TODO #if VC_HISTORY stack nodeStack; if (!mRoot) return; nodeStack.push(mRoot); while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { BspViewCell *viewCell = dynamic_cast(node)->GetViewCell(); if (!viewCell->GetValid()) { BspViewCell *viewCell = dynamic_cast(node)->GetViewCell(); ViewCellContainer leaves; mViewCellsTree->CollectLeaves(viewCell, leaves); ViewCellContainer::const_iterator it, it_end = leaves.end(); for (it = leaves.begin(); it != it_end; ++ it) { BspLeaf *l = dynamic_cast(*it)->mLeaf; l->SetViewCell(GetOrCreateOutOfBoundsCell()); ++ mBspStats.invalidLeaves; } // add to unbounded view cell GetOrCreateOutOfBoundsCell()->GetPvs().AddPvs(viewCell->GetPvs()); DEL_PTR(viewCell); } } else { BspInterior *interior = dynamic_cast(node); nodeStack.push(interior->GetFront()); nodeStack.push(interior->GetBack()); } } Debug << "invalid leaves: " << mBspStats.invalidLeaves << endl; #endif } void VspBspTree::CollectRays(VssRayContainer &rays) { vector leaves; vector::const_iterator lit, lit_end = leaves.end(); for (lit = leaves.begin(); lit != lit_end; ++ lit) { BspLeaf *leaf = *lit; VssRayContainer::const_iterator rit, rit_end = leaf->mVssRays.end(); for (rit = leaf->mVssRays.begin(); rit != rit_end; ++ rit) rays.push_back(*rit); } } void VspBspTree::ValidateTree() { stack nodeStack; if (!mRoot) return; nodeStack.push(mRoot); mBspStats.invalidLeaves = 0; while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { BspLeaf *leaf = dynamic_cast(node); if (!leaf->GetViewCell()->GetValid()) ++ mBspStats.invalidLeaves; // validity flags don't match => repair if (leaf->GetViewCell()->GetValid() != leaf->TreeValid()) { leaf->SetTreeValid(leaf->GetViewCell()->GetValid()); PropagateUpValidity(leaf); } } else { BspInterior *interior = dynamic_cast(node); nodeStack.push(interior->GetFront()); nodeStack.push(interior->GetBack()); } } Debug << "invalid leaves: " << mBspStats.invalidLeaves << endl; } void VspBspTree::CollectViewCells(BspNode *root, bool onlyValid, ViewCellContainer &viewCells, bool onlyUnmailed) const { stack nodeStack; if (!root) return; nodeStack.push(root); while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { if (!onlyValid || node->TreeValid()) { ViewCell *viewCell = mViewCellsTree->GetActiveViewCell(dynamic_cast(node)->GetViewCell()); if (!onlyUnmailed || !viewCell->Mailed()) { viewCell->Mail(); viewCells.push_back(viewCell); } } } else { BspInterior *interior = dynamic_cast(node); nodeStack.push(interior->GetFront()); nodeStack.push(interior->GetBack()); } } } void VspBspTree::PreprocessPolygons(PolygonContainer &polys) { // preprocess: throw out polygons coincident to the view space box (not needed) PolygonContainer boxPolys; mBox.ExtractPolys(boxPolys); vector boxPlanes; PolygonContainer::iterator pit, pit_end = boxPolys.end(); // extract planes of box // TODO: can be done more elegantly than first extracting polygons // and take their planes for (pit = boxPolys.begin(); pit != pit_end; ++ pit) { boxPlanes.push_back((*pit)->GetSupportingPlane()); } pit_end = polys.end(); for (pit = polys.begin(); pit != pit_end; ++ pit) { vector::const_iterator bit, bit_end = boxPlanes.end(); for (bit = boxPlanes.begin(); (bit != bit_end) && (*pit); ++ bit) { const int cf = (*pit)->ClassifyPlane(*bit, mEpsilon); if (cf == Polygon3::COINCIDENT) { DEL_PTR(*pit); //Debug << "coincident!!" << endl; } } } // remove deleted entries for (int i = 0; i < (int)polys.size(); ++ i) { while (!polys[i] && (i < (int)polys.size())) { swap(polys[i], polys.back()); polys.pop_back(); } } } float VspBspTree::AccumulatedRayLength(const RayInfoContainer &rays) const { float len = 0; RayInfoContainer::const_iterator it, it_end = rays.end(); for (it = rays.begin(); it != it_end; ++ it) len += (*it).SegmentLength(); return len; } int VspBspTree::SplitRays(const Plane3 &plane, RayInfoContainer &rays, RayInfoContainer &frontRays, RayInfoContainer &backRays) const { int splits = 0; RayInfoContainer::const_iterator it, it_end = rays.end(); for (it = rays.begin(); it != it_end; ++ it) { RayInfo bRay = *it; VssRay *ray = bRay.mRay; float t; // get classification and receive new t const int cf = bRay.ComputeRayIntersection(plane, t); switch (cf) { case -1: backRays.push_back(bRay); break; case 1: frontRays.push_back(bRay); break; case 0: { //-- split ray // test if start point behind or in front of plane const int side = plane.Side(bRay.ExtrapOrigin()); if (side <= 0) { backRays.push_back(RayInfo(ray, bRay.GetMinT(), t)); frontRays.push_back(RayInfo(ray, t, bRay.GetMaxT())); } else { frontRays.push_back(RayInfo(ray, bRay.GetMinT(), t)); backRays.push_back(RayInfo(ray, t, bRay.GetMaxT())); } } break; default: Debug << "Should not come here" << endl; break; } } return splits; } void VspBspTree::ExtractHalfSpaces(BspNode *n, vector &halfSpaces) const { BspNode *lastNode; do { lastNode = n; // want to get planes defining geometry of this node => don't take // split plane of node itself n = n->GetParent(); if (n) { BspInterior *interior = dynamic_cast(n); Plane3 halfSpace = dynamic_cast(interior)->GetPlane(); if (interior->GetFront() != lastNode) halfSpace.ReverseOrientation(); halfSpaces.push_back(halfSpace); } } while (n); } void VspBspTree::ConstructGeometry(BspNode *n, BspNodeGeometry &geom) const { vector halfSpaces; ExtractHalfSpaces(n, halfSpaces); PolygonContainer candidatePolys; vector candidatePlanes; // bounded planes are added to the polygons (reverse polygons // as they have to be outfacing) for (int i = 0; i < (int)halfSpaces.size(); ++ i) { Polygon3 *p = GetBoundingBox().CrossSection(halfSpaces[i]); if (p->Valid(mEpsilon)) { candidatePolys.push_back(p->CreateReversePolygon()); // Why? Plane3 candidatePlane = p->GetSupportingPlane(); //halfSpaces[i]; //candidatePlane.ReverseOrientation(); candidatePlanes.push_back(candidatePlane); DEL_PTR(p); } } // add faces of bounding box (also could be faces of the cell) for (int i = 0; i < 6; ++ i) { VertexContainer vertices; for (int j = 0; j < 4; ++ j) vertices.push_back(mBox.GetFace(i).mVertices[j]); Polygon3 *poly = new Polygon3(vertices); candidatePolys.push_back(poly); candidatePlanes.push_back(poly->GetSupportingPlane()); } for (int i = 0; i < (int)candidatePolys.size(); ++ i) { // polygon is split by all other planes for (int j = 0; (j < (int)halfSpaces.size()) && candidatePolys[i]; ++ j) { if (i == j) // polygon and plane are coincident continue; VertexContainer splitPts; Polygon3 *frontPoly, *backPoly; const int cf = candidatePolys[i]->ClassifyPlane(halfSpaces[j], mEpsilon); switch (cf) { case Polygon3::SPLIT: frontPoly = new Polygon3(); backPoly = new Polygon3(); candidatePolys[i]->Split(halfSpaces[j], *frontPoly, *backPoly, mEpsilon); DEL_PTR(candidatePolys[i]); if (frontPoly->Valid(mEpsilon)) candidatePolys[i] = frontPoly; else DEL_PTR(frontPoly); DEL_PTR(backPoly); break; case Polygon3::BACK_SIDE: DEL_PTR(candidatePolys[i]); break; // just take polygon as it is case Polygon3::FRONT_SIDE: case Polygon3::COINCIDENT: default: break; } } if (candidatePolys[i]) { geom.Add(candidatePolys[i], candidatePlanes[i]); // geom.mPolys.push_back(candidates[i]); } } } void VspBspTree::ConstructGeometry(ViewCell *vc, BspNodeGeometry &vcGeom) const { ViewCellContainer leaves; mViewCellsTree->CollectLeaves(vc, leaves); ViewCellContainer::const_iterator it, it_end = leaves.end(); for (it = leaves.begin(); it != it_end; ++ it) { BspLeaf *l = dynamic_cast(*it)->mLeaf; ConstructGeometry(l, vcGeom); } } typedef pair bspNodePair; int VspBspTree::FindNeighbors(BspNode *n, vector &neighbors, const bool onlyUnmailed) const { stack nodeStack; BspNodeGeometry nodeGeom; ConstructGeometry(n, nodeGeom); // split planes from the root to this node // needed to verify that we found neighbor leaf // TODO: really needed? vector halfSpaces; ExtractHalfSpaces(n, halfSpaces); BspNodeGeometry *rgeom = new BspNodeGeometry(); ConstructGeometry(mRoot, *rgeom); nodeStack.push(bspNodePair(mRoot, rgeom)); while (!nodeStack.empty()) { BspNode *node = nodeStack.top().first; BspNodeGeometry *geom = nodeStack.top().second; nodeStack.pop(); if (node->IsLeaf()) { // test if this leaf is in valid view space if (node->TreeValid() && (node != n) && (!onlyUnmailed || !node->Mailed())) { bool isAdjacent = true; if (1) { // test all planes of current node if still adjacent for (int i = 0; (i < halfSpaces.size()) && isAdjacent; ++ i) { const int cf = Polygon3::ClassifyPlane(geom->GetPolys(), halfSpaces[i], mEpsilon); if (cf == Polygon3::BACK_SIDE) { isAdjacent = false; } } } else { // TODO: why is this wrong?? // test all planes of current node if still adjacent for (int i = 0; (i < nodeGeom.Size()) && isAdjacent; ++ i) { Polygon3 *poly = nodeGeom.GetPolys()[i]; const int cf = Polygon3::ClassifyPlane(geom->GetPolys(), poly->GetSupportingPlane(), mEpsilon); if (cf == Polygon3::BACK_SIDE) { isAdjacent = false; } } } // neighbor was found if (isAdjacent) { neighbors.push_back(dynamic_cast(node)); } } } else { BspInterior *interior = dynamic_cast(node); const int cf = Polygon3::ClassifyPlane(nodeGeom.GetPolys(), interior->GetPlane(), mEpsilon); BspNode *front = interior->GetFront(); BspNode *back = interior->GetBack(); BspNodeGeometry *fGeom = new BspNodeGeometry(); BspNodeGeometry *bGeom = new BspNodeGeometry(); geom->SplitGeometry(*fGeom, *bGeom, interior->GetPlane(), mBox, //0.0000001f); mEpsilon); if (cf == Polygon3::FRONT_SIDE) { nodeStack.push(bspNodePair(interior->GetFront(), fGeom)); DEL_PTR(bGeom); } else { if (cf == Polygon3::BACK_SIDE) { nodeStack.push(bspNodePair(interior->GetBack(), bGeom)); DEL_PTR(fGeom); } else { // random decision nodeStack.push(bspNodePair(front, fGeom)); nodeStack.push(bspNodePair(back, bGeom)); } } } DEL_PTR(geom); } return (int)neighbors.size(); } int VspBspTree::FindApproximateNeighbors(BspNode *n, vector &neighbors, const bool onlyUnmailed) const { stack nodeStack; BspNodeGeometry nodeGeom; ConstructGeometry(n, nodeGeom); // split planes from the root to this node // needed to verify that we found neighbor leaf // TODO: really needed? vector halfSpaces; ExtractHalfSpaces(n, halfSpaces); BspNodeGeometry *rgeom = new BspNodeGeometry(); ConstructGeometry(mRoot, *rgeom); nodeStack.push(bspNodePair(mRoot, rgeom)); while (!nodeStack.empty()) { BspNode *node = nodeStack.top().first; BspNodeGeometry *geom = nodeStack.top().second; nodeStack.pop(); if (node->IsLeaf()) { // test if this leaf is in valid view space if (node->TreeValid() && (node != n) && (!onlyUnmailed || !node->Mailed())) { bool isAdjacent = true; // neighbor was found if (isAdjacent) { neighbors.push_back(dynamic_cast(node)); } } } else { BspInterior *interior = dynamic_cast(node); const int cf = Polygon3::ClassifyPlane(nodeGeom.GetPolys(), interior->GetPlane(), mEpsilon); BspNode *front = interior->GetFront(); BspNode *back = interior->GetBack(); BspNodeGeometry *fGeom = new BspNodeGeometry(); BspNodeGeometry *bGeom = new BspNodeGeometry(); geom->SplitGeometry(*fGeom, *bGeom, interior->GetPlane(), mBox, //0.0000001f); mEpsilon); if (cf == Polygon3::FRONT_SIDE) { nodeStack.push(bspNodePair(interior->GetFront(), fGeom)); DEL_PTR(bGeom); } else { if (cf == Polygon3::BACK_SIDE) { nodeStack.push(bspNodePair(interior->GetBack(), bGeom)); DEL_PTR(fGeom); } else { // random decision nodeStack.push(bspNodePair(front, fGeom)); nodeStack.push(bspNodePair(back, bGeom)); } } } DEL_PTR(geom); } return (int)neighbors.size(); } BspLeaf *VspBspTree::GetRandomLeaf(const Plane3 &halfspace) { stack nodeStack; nodeStack.push(mRoot); int mask = rand(); while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { return dynamic_cast(node); } else { BspInterior *interior = dynamic_cast(node); BspNode *next; BspNodeGeometry geom; // todo: not very efficient: constructs full cell everytime ConstructGeometry(interior, geom); const int cf = Polygon3::ClassifyPlane(geom.GetPolys(), halfspace, mEpsilon); if (cf == Polygon3::BACK_SIDE) next = interior->GetFront(); else if (cf == Polygon3::FRONT_SIDE) next = interior->GetFront(); else { // random decision if (mask & 1) next = interior->GetBack(); else next = interior->GetFront(); mask = mask >> 1; } nodeStack.push(next); } } return NULL; } BspLeaf *VspBspTree::GetRandomLeaf(const bool onlyUnmailed) { stack nodeStack; nodeStack.push(mRoot); int mask = rand(); while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { if ( (!onlyUnmailed || !node->Mailed()) ) return dynamic_cast(node); } else { BspInterior *interior = dynamic_cast(node); // random decision if (mask & 1) nodeStack.push(interior->GetBack()); else nodeStack.push(interior->GetFront()); mask = mask >> 1; } } return NULL; } int VspBspTree::ComputePvsSize(const RayInfoContainer &rays) const { int pvsSize = 0; RayInfoContainer::const_iterator rit, rit_end = rays.end(); Intersectable::NewMail(); for (rit = rays.begin(); rit != rays.end(); ++ rit) { VssRay *ray = (*rit).mRay; if (ray->mOriginObject) { if (!ray->mOriginObject->Mailed()) { ray->mOriginObject->Mail(); ++ pvsSize; } } if (ray->mTerminationObject) { if (!ray->mTerminationObject->Mailed()) { ray->mTerminationObject->Mail(); ++ pvsSize; } } } return pvsSize; } float VspBspTree::GetEpsilon() const { return mEpsilon; } int VspBspTree::SplitPolygons(const Plane3 &plane, PolygonContainer &polys, PolygonContainer &frontPolys, PolygonContainer &backPolys, PolygonContainer &coincident) const { int splits = 0; PolygonContainer::const_iterator it, it_end = polys.end(); for (it = polys.begin(); it != polys.end(); ++ it) { Polygon3 *poly = *it; // classify polygon const int cf = poly->ClassifyPlane(plane, mEpsilon); switch (cf) { case Polygon3::COINCIDENT: coincident.push_back(poly); break; case Polygon3::FRONT_SIDE: frontPolys.push_back(poly); break; case Polygon3::BACK_SIDE: backPolys.push_back(poly); break; case Polygon3::SPLIT: backPolys.push_back(poly); frontPolys.push_back(poly); ++ splits; break; default: Debug << "SHOULD NEVER COME HERE\n"; break; } } return splits; } int VspBspTree::CastLineSegment(const Vector3 &origin, const Vector3 &termination, vector &viewcells) { int hits = 0; stack tQueue; float mint = 0.0f, maxt = 1.0f; Intersectable::NewMail(); ViewCell::NewMail(); Vector3 entp = origin; Vector3 extp = termination; BspNode *node = mRoot; BspNode *farChild = NULL; float t; const float thresh = 1 ? 1e-6f : 0.0f; while (1) { if (!node->IsLeaf()) { BspInterior *in = dynamic_cast(node); Plane3 splitPlane = in->GetPlane(); const int entSide = splitPlane.Side(entp, thresh); const int extSide = splitPlane.Side(extp, thresh); if (entSide < 0) { node = in->GetBack(); // plane does not split ray => no far child if (extSide <= 0) continue; farChild = in->GetFront(); // plane splits ray } else if (entSide > 0) { node = in->GetFront(); if (extSide >= 0) // plane does not split ray => no far child continue; farChild = in->GetBack(); // plane splits ray } else // one of the ray end points on the plane { // NOTE: what to do if ray is coincident with plane? if (extSide < 0) node = in->GetBack(); else node = in->GetFront(); continue; // no far child } // push data for far child tQueue.push(BspRayTraversalData(farChild, extp)); // find intersection of ray segment with plane extp = splitPlane.FindIntersection(origin, extp, &t); } else { // reached leaf => intersection with view cell BspLeaf *leaf = dynamic_cast(node); ViewCell *viewCell; viewCell = mViewCellsTree->GetActiveViewCell(leaf->GetViewCell()); //viewCell = leaf->GetViewCell(); if (!viewCell->Mailed()) { viewcells.push_back(viewCell); viewCell->Mail(); ++ hits; } //-- fetch the next far child from the stack if (tQueue.empty()) break; entp = extp; BspRayTraversalData &s = tQueue.top(); node = s.mNode; extp = s.mExitPoint; tQueue.pop(); } } return hits; } int VspBspTree::TreeDistance(BspNode *n1, BspNode *n2) const { std::deque path1; BspNode *p1 = n1; // create path from node 1 to root while (p1) { if (p1 == n2) // second node on path return (int)path1.size(); path1.push_front(p1); p1 = p1->GetParent(); } int depth = n2->GetDepth(); int d = depth; BspNode *p2 = n2; // compare with same depth while (1) { if ((d < (int)path1.size()) && (p2 == path1[d])) return (depth - d) + ((int)path1.size() - 1 - d); -- d; p2 = p2->GetParent(); } return 0; // never come here } BspNode *VspBspTree::CollapseTree(BspNode *node, int &collapsed) { // TODO #if VC_HISTORY if (node->IsLeaf()) return node; BspInterior *interior = dynamic_cast(node); BspNode *front = CollapseTree(interior->GetFront(), collapsed); BspNode *back = CollapseTree(interior->GetBack(), collapsed); if (front->IsLeaf() && back->IsLeaf()) { BspLeaf *frontLeaf = dynamic_cast(front); BspLeaf *backLeaf = dynamic_cast(back); //-- collapse tree if (frontLeaf->GetViewCell() == backLeaf->GetViewCell()) { BspViewCell *vc = frontLeaf->GetViewCell(); BspLeaf *leaf = new BspLeaf(interior->GetParent(), vc); leaf->SetTreeValid(frontLeaf->TreeValid()); // replace a link from node's parent if (leaf->GetParent()) leaf->GetParent()->ReplaceChildLink(node, leaf); else mRoot = leaf; ++ collapsed; delete interior; return leaf; } } #endif return node; } int VspBspTree::CollapseTree() { int collapsed = 0; //TODO #if VC_HISTORY (void)CollapseTree(mRoot, collapsed); // revalidate leaves RepairViewCellsLeafLists(); #endif return collapsed; } void VspBspTree::RepairViewCellsLeafLists() { // TODO #if VC_HISTORY // list not valid anymore => clear stack nodeStack; nodeStack.push(mRoot); ViewCell::NewMail(); while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { BspLeaf *leaf = dynamic_cast(node); BspViewCell *viewCell = leaf->GetViewCell(); if (!viewCell->Mailed()) { viewCell->mLeaves.clear(); viewCell->Mail(); } viewCell->mLeaves.push_back(leaf); } else { BspInterior *interior = dynamic_cast(node); nodeStack.push(interior->GetFront()); nodeStack.push(interior->GetBack()); } } // TODO #endif } typedef pair bspNodePair; int VspBspTree::CastBeam(Beam &beam) { stack nodeStack; BspNodeGeometry *rgeom = new BspNodeGeometry(); ConstructGeometry(mRoot, *rgeom); nodeStack.push(bspNodePair(mRoot, rgeom)); ViewCell::NewMail(); while (!nodeStack.empty()) { BspNode *node = nodeStack.top().first; BspNodeGeometry *geom = nodeStack.top().second; nodeStack.pop(); AxisAlignedBox3 box; box.Initialize(); geom->IncludeInBox(box); const int side = beam.ComputeIntersection(box); switch (side) { case -1: CollectViewCells(node, true, beam.mViewCells, true); break; case 0: if (node->IsLeaf()) { BspLeaf *leaf = dynamic_cast(node); if (!leaf->GetViewCell()->Mailed() && leaf->TreeValid()) { leaf->GetViewCell()->Mail(); beam.mViewCells.push_back(leaf->GetViewCell()); } } else { BspInterior *interior = dynamic_cast(node); BspNode *first = interior->GetFront(); BspNode *second = interior->GetBack(); BspNodeGeometry *firstGeom = new BspNodeGeometry(); BspNodeGeometry *secondGeom = new BspNodeGeometry(); geom->SplitGeometry(*firstGeom, *secondGeom, interior->GetPlane(), mBox, //0.0000001f); mEpsilon); // decide on the order of the nodes if (DotProd(beam.mPlanes[0].mNormal, interior->GetPlane().mNormal) > 0) { swap(first, second); swap(firstGeom, secondGeom); } nodeStack.push(bspNodePair(first, firstGeom)); nodeStack.push(bspNodePair(second, secondGeom)); } break; default: // default: cull break; } DEL_PTR(geom); } return (int)beam.mViewCells.size(); } void VspBspTree::SetViewCellsManager(ViewCellsManager *vcm) { mViewCellsManager = vcm; } int VspBspTree::CollectMergeCandidates(const vector leaves, vector &candidates) { BspLeaf::NewMail(); vector::const_iterator it, it_end = leaves.end(); int numCandidates = 0; // find merge candidates and push them into queue for (it = leaves.begin(); it != it_end; ++ it) { BspLeaf *leaf = *it; // the same leaves must not be part of two merge candidates leaf->Mail(); vector neighbors; if (0) FindNeighbors(leaf, neighbors, true); else FindApproximateNeighbors(leaf, neighbors, true); vector::const_iterator nit, nit_end = neighbors.end(); // TODO: test if at least one ray goes from one leaf to the other for (nit = neighbors.begin(); nit != nit_end; ++ nit) { if ((*nit)->GetViewCell() != leaf->GetViewCell()) { MergeCandidate mc(leaf->GetViewCell(), (*nit)->GetViewCell()); // dont't merge view cells if they are empty and not front and back leaf of the same parent // in the tree? if (mEmptyViewCellsMergeAllowed || !leaf->GetViewCell()->GetPvs().Empty() || !(*nit)->GetViewCell()->GetPvs().Empty() || leaf->IsSibling(*nit)) { candidates.push_back(mc); } ++ numCandidates; if ((numCandidates % 1000) == 0) { cout << "collected " << numCandidates << " merge candidates" << endl; } } } } Debug << "merge queue: " << (int)candidates.size() << endl; Debug << "leaves in queue: " << numCandidates << endl; return (int)leaves.size(); } int VspBspTree::CollectMergeCandidates(const VssRayContainer &rays, vector &candidates) { ViewCell::NewMail(); long startTime = GetTime(); map > neighborMap; ViewCellContainer::const_iterator iit; int numLeaves = 0; BspLeaf::NewMail(); for (int i = 0; i < (int)rays.size(); ++ i) { VssRay *ray = rays[i]; // traverse leaves stored in the rays and compare and // merge consecutive leaves (i.e., the neighbors in the tree) if (ray->mViewCells.size() < 2) continue; //TODO viewcellhierarchy iit = ray->mViewCells.begin(); BspViewCell *bspVc = dynamic_cast(*(iit ++)); BspLeaf *leaf = bspVc->mLeaf; // traverse intersections // consecutive leaves are neighbors => add them to queue for (; iit != ray->mViewCells.end(); ++ iit) { // next pair BspLeaf *prevLeaf = leaf; bspVc = dynamic_cast(*iit); leaf = bspVc->mLeaf; // view space not valid or same view cell if (!leaf->TreeValid() || !prevLeaf->TreeValid() || (leaf->GetViewCell() == prevLeaf->GetViewCell())) continue; vector &neighbors = neighborMap[leaf]; bool found = false; // both leaves inserted in queue already => // look if double pair already exists if (leaf->Mailed() && prevLeaf->Mailed()) { vector::const_iterator it, it_end = neighbors.end(); for (it = neighbors.begin(); !found && (it != it_end); ++ it) if (*it == prevLeaf) found = true; // already in queue } if (!found) { // this pair is not in map yet // => insert into the neighbor map and the queue neighbors.push_back(prevLeaf); neighborMap[prevLeaf].push_back(leaf); leaf->Mail(); prevLeaf->Mail(); MergeCandidate mc(leaf->GetViewCell(), prevLeaf->GetViewCell()); candidates.push_back(mc); if (((int)candidates.size() % 1000) == 0) { cout << "collected " << (int)candidates.size() << " merge candidates" << endl; } } } } Debug << "neighbormap size: " << (int)neighborMap.size() << endl; Debug << "merge queue: " << (int)candidates.size() << endl; Debug << "leaves in queue: " << numLeaves << endl; //-- collect the leaves which haven't been found by ray casting if (0) { cout << "finding additional merge candidates using geometry" << endl; vector leaves; CollectLeaves(leaves, true); Debug << "found " << (int)leaves.size() << " new leaves" << endl << endl; CollectMergeCandidates(leaves, candidates); } return numLeaves; } ViewCell *VspBspTree::GetViewCell(const Vector3 &point) { if (mRoot == NULL) return NULL; stack nodeStack; nodeStack.push(mRoot); ViewCell *viewcell = NULL; while (!nodeStack.empty()) { BspNode *node = nodeStack.top(); nodeStack.pop(); if (node->IsLeaf()) { viewcell = dynamic_cast(node)->GetViewCell(); break; } else { BspInterior *interior = dynamic_cast(node); // random decision if (interior->GetPlane().Side(point) < 0) nodeStack.push(interior->GetBack()); else nodeStack.push(interior->GetFront()); } } return viewcell; } bool VspBspTree::ViewPointValid(const Vector3 &viewPoint) const { BspNode *node = mRoot; while (1) { // early exit if (node->TreeValid()) return true; if (node->IsLeaf()) return false; BspInterior *in = dynamic_cast(node); if (in->GetPlane().Side(viewPoint) <= 0) { node = in->GetBack(); } else { node = in->GetFront(); } } // should never come here return false; } void VspBspTree::PropagateUpValidity(BspNode *node) { const bool isValid = node->TreeValid(); // propagative up invalid flag until only invalid nodes exist over this node if (!isValid) { while (!node->IsRoot() && node->GetParent()->TreeValid()) { node = node->GetParent(); node->SetTreeValid(false); } } else { // propagative up valid flag until one of the subtrees is invalid while (!node->IsRoot() && !node->TreeValid()) { node = node->GetParent(); BspInterior *interior = dynamic_cast(node); // the parent is valid iff both leaves are valid node->SetTreeValid(interior->GetBack()->TreeValid() && interior->GetFront()->TreeValid()); } } } bool VspBspTree::Export(ofstream &stream) { ExportNode(mRoot, stream); return true; } void VspBspTree::ExportNode(BspNode *node, ofstream &stream) { if (node->IsLeaf()) { BspLeaf *leaf = dynamic_cast(node); ViewCell *viewCell = mViewCellsTree->GetActiveViewCell(leaf->GetViewCell()); int id = -1; if (viewCell != mOutOfBoundsCell) id = viewCell->GetId(); stream << "" << endl; } else { BspInterior *interior = dynamic_cast(node); Plane3 plane = interior->GetPlane(); stream << "" << endl; ExportNode(interior->GetBack(), stream); ExportNode(interior->GetFront(), stream); stream << "" << endl; } }