source: trunk/VUT/GtpVisibilityPreprocessor/src/RenderSimulator.cpp @ 574

Revision 574, 4.4 KB checked in by mattausch, 18 years ago (diff)

finished function for view cell construction
removed bsp rays from vspbspmanager

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