[406] | 1 | #include "RenderSimulator.h"
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| 2 | #include "KdTree.h"
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| 3 | #include "ViewCellBsp.h"
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| 4 | #include "ViewCell.h"
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[448] | 5 | #include "VspBspTree.h"
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[449] | 6 | #include "VspKdTree.h"
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[468] | 7 | #include "ViewCellsManager.h"
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[406] | 8 |
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[463] | 9 | void SimulationStatistics::Print(ostream &app) const
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| 10 | {
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[475] | 11 | app << "===== Render Simulation statistics ===============\n";
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[463] | 12 |
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| 13 | app << setprecision(4);
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| 14 |
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| 15 | app << "#N_CTIME ( Simulation time [s] )\n" << Time() << " \n";
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| 16 |
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| 17 | app << "#MAX_COST ( maximal cost of a view cell )\n" << maxCost << "\n";
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| 18 |
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| 19 | app << "#MIN_COST ( minimal cost of a view cell )\n" << minCost << "\n";
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| 20 |
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| 21 | app << "#AVG_RENDER_TIME ( average render time )\n" << avgRenderTime << "\n";
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| 22 |
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[475] | 23 | app << "#AVG_RENDER_TIME_NO_OVERHEAD ( average render time without overhead )\n"
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| 24 | << avgRtWithoutOverhead << "\n";
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[463] | 25 |
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[574] | 26 | app << "#VALID_MAX_COST ( maximal cost of a valid view cell )\n" << validMaxCost << "\n";
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| 27 |
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| 28 | app << "#VALID_MIN_COST ( minimal cost of a valid view cell )\n" << validMinCost << "\n";
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| 29 |
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| 30 | app << "#VALID_AVG_RENDER_TIME ( average render time )\n" << validAvgRenderTime << "\n";
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| 31 |
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| 32 | app << "#VALID_AVG_RENDER_TIME_NO_OVERHEAD ( valid average render time without overhead )\n"
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| 33 | << validAvgRtWithoutOverhead << "\n";
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| 34 |
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[475] | 35 | app << "===== END OF Render Simulation statistics ==========\n";
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[414] | 36 | }
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| 37 |
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[473] | 38 | RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager):
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[564] | 39 | Renderer(NULL, viewCellsManager),
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| 40 | mObjRenderCost(0.0f),
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| 41 | mVcOverhead(0.0f),
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[574] | 42 | mMoveSpeed(0.0f)
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[406] | 43 | {}
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| 44 |
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[564] | 45 |
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[473] | 46 | RenderSimulator::RenderSimulator(ViewCellsManager *viewCellsManager,
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| 47 | float objRenderCost,
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[439] | 48 | float vcOverhead,
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| 49 | float moveSpeed):
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[497] | 50 | Renderer(NULL, viewCellsManager),
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[439] | 51 | mObjRenderCost(objRenderCost),
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| 52 | mVcOverhead(vcOverhead),
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[574] | 53 | mMoveSpeed(moveSpeed)
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[406] | 54 | {
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| 55 | }
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[463] | 56 |
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[564] | 57 |
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[463] | 58 | void RenderSimulator::SetObjectRenderCost(const float objRenderCost)
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| 59 | {
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| 60 | mObjRenderCost = objRenderCost;
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[439] | 61 | }
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[406] | 62 |
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[564] | 63 |
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[463] | 64 | void RenderSimulator::SetVcOverhead(const float vcOverhead)
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| 65 | {
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| 66 | mVcOverhead = vcOverhead;
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| 67 | }
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| 68 |
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[574] | 69 |
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[463] | 70 | void RenderSimulator::SetMoveSpeed(const float moveSpeed)
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| 71 | {
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| 72 | mMoveSpeed = moveSpeed;
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| 73 | }
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| 74 |
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[574] | 75 |
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[468] | 76 | bool RenderSimulator::RenderScene()
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[440] | 77 | {
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[468] | 78 | mSimulationStatistics.Reset();
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| 79 | mSimulationStatistics.Start();
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[406] | 80 |
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| 81 | Real renderTime = 0;
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[574] | 82 | Real validRenderTime = 0;
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| 83 |
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[409] | 84 | // overhead for loading the PVS of the view cells
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| 85 | float loadPvsOverhead = 0;
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[574] | 86 | float validLoadPvsOverhead = 0;
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| 87 |
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[468] | 88 | ViewCellContainer::const_iterator it,
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| 89 | it_end = mViewCellsManager->GetViewCells().end();
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[418] | 90 |
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[475] | 91 |
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[468] | 92 | for (it = mViewCellsManager->GetViewCells().begin(); it != it_end; ++ it)
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[406] | 93 | {
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[468] | 94 | ViewCell *vc = *it;
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[409] | 95 |
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[580] | 96 | const bool valid = vc->GetValid();
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[574] | 97 |
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[564] | 98 |
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[468] | 99 | // probability of view cell
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| 100 | const float pInVc = mViewCellsManager->GetProbability(vc);
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[551] | 101 |
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[482] | 102 | // compute render time of PVS times probability
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| 103 | // that view point is in view cell
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| 104 | const float vcCost = pInVc *
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| 105 | mViewCellsManager->GetRendercost(vc, mObjRenderCost);
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[479] | 106 |
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[551] | 107 | // crossing the border of a view cell is depending on the move
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| 108 | // speed and the probability that a view cell border is crossed
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[468] | 109 | loadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
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[574] | 110 | renderTime += vcCost;
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[482] | 111 |
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[574] | 112 | //-- update statistics
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[482] | 113 |
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[468] | 114 | if (vcCost > mSimulationStatistics.maxCost)
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| 115 | mSimulationStatistics.maxCost = vcCost;
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| 116 | else if (vcCost < mSimulationStatistics.minCost)
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| 117 | mSimulationStatistics.minCost = vcCost;
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[574] | 118 |
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| 119 | //-- different statistics for only valid view cells
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| 120 | if (valid)
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| 121 | {
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| 122 | validLoadPvsOverhead += GetCrossVcProbability() * mVcOverhead;
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| 123 | validRenderTime += vcCost;
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| 124 |
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| 125 | if (vcCost > mSimulationStatistics.validMaxCost)
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| 126 | mSimulationStatistics.validMaxCost = vcCost;
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| 127 | else if (vcCost < mSimulationStatistics.validMinCost)
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| 128 | mSimulationStatistics.validMinCost = vcCost;
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| 129 | }
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[448] | 130 | }
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| 131 |
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[468] | 132 | mSimulationStatistics.avgRtWithoutOverhead = renderTime;
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| 133 | mSimulationStatistics.avgRenderTime = renderTime + loadPvsOverhead;
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[574] | 134 |
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| 135 | mSimulationStatistics.validAvgRtWithoutOverhead = renderTime;
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| 136 | mSimulationStatistics.validAvgRenderTime = renderTime + loadPvsOverhead;
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[448] | 137 |
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[468] | 138 | mSimulationStatistics.Stop();
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[448] | 139 |
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[468] | 140 | return true;
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[448] | 141 | }
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| 142 |
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[479] | 143 |
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[477] | 144 | float RenderSimulator::GetCrossVcProbability() const
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[448] | 145 | {
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[477] | 146 | // assume the view cells are uniformly distributed
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[479] | 147 | //NOTE: should I take move speed relative to view space or absolute?
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[477] | 148 | const float vcNum =
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| 149 | (float)mViewCellsManager->GetViewCells().size();
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[476] | 150 |
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[479] | 151 | const float prop = mMoveSpeed * vcNum;
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| 152 |
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| 153 | // clamp probability between 0 and 1
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| 154 | return min(1.0f, prop);
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[448] | 155 | }
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[449] | 156 |
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[468] | 157 | void RenderSimulator::GetStatistics(SimulationStatistics &simStats) const
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[449] | 158 | {
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[468] | 159 | simStats = mSimulationStatistics;
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[449] | 160 | } |
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