#include "SceneGraph.h" #include "KdTree.h" #include "VssPreprocessor.h" #include "X3dExporter.h" #include "Environment.h" #include "MutualVisibility.h" #include "Polygon3.h" #include "ViewCell.h" #include "VssRay.h" #include "VssTree.h" #include "ViewCellsManager.h" #include "RenderSimulator.h" #include "Beam.h" #include "GlRenderer.h" bool use2dSampling = false; bool useViewspacePlane = false; VssPreprocessor::VssPreprocessor(): mPass(0), mVssRays() { // this should increase coherence of the samples environment->GetIntValue("VssPreprocessor.samplesPerPass", mSamplesPerPass); environment->GetIntValue("VssPreprocessor.initialSamples", mInitialSamples); environment->GetIntValue("VssPreprocessor.vssSamples", mVssSamples); environment->GetIntValue("VssPreprocessor.vssSamplesPerPass", mVssSamplesPerPass); environment->GetBoolValue("VssPreprocessor.useImportanceSampling", mUseImportanceSampling); environment->GetBoolValue("VssPreprocessor.loadInitialSamples", mLoadInitialSamples); environment->GetBoolValue("VssPreprocessor.storeInitialSamples", mStoreInitialSamples); environment->GetBoolValue("VssPreprocessor.useViewSpaceBox", mUseViewSpaceBox); environment->GetBoolValue("VssPreprocessor.testBeamSampling", mTestBeamSampling); useViewspacePlane = mUseViewSpaceBox; //hack mStats.open("stats.log"); } VssPreprocessor::~VssPreprocessor() { CLEAR_CONTAINER(mVssRays); DEL_PTR(mViewSpaceBox); } void VssPreprocessor::SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction ) { ray.Clear(); // do not store anything else then intersections at the ray ray.Init(point, direction, Ray::LOCAL_RAY); } void VssPreprocessor::CastRays( SimpleRayContainer &rays, VssRayContainer &vssRays ) { for (int i=0; i < rays.size(); i++) CastRay(rays[i].mOrigin, rays[i].mDirection, vssRays); } int VssPreprocessor::CastRay( Vector3 &viewPoint, Vector3 &direction, VssRayContainer &vssRays ) { int hits = 0; static Ray ray; AxisAlignedBox3 box = mViewSpaceBox ? *mViewSpaceBox : mKdTree->GetBox(); AxisAlignedBox3 sbox = box; sbox.Enlarge(Vector3(-Limits::Small)); if (!sbox.IsInside(viewPoint)) return 0; SetupRay(ray, viewPoint, direction); // cast ray to KD tree to find intersection with other objects Intersectable *objectA, *objectB; Vector3 pointA, pointB; float bsize = Magnitude(box.Size()); if (!mDetectEmptyViewSpace) ray.mFlags &= ~Ray::CULL_BACKFACES; else ray.mFlags |= Ray::CULL_BACKFACES; if (mKdTree->CastRay(ray)) { objectA = ray.intersections[0].mObject; pointA = ray.Extrap(ray.intersections[0].mT); } else { objectA = NULL; // compute intersection with the scene bounding box float tmin, tmax; if (box.ComputeMinMaxT(ray, &tmin, &tmax) && tmin < tmax) pointA = ray.Extrap(tmax); else return 0; } if (mDetectEmptyViewSpace) { SetupRay(ray, pointA, -direction); } else SetupRay(ray, viewPoint, -direction); if (!mDetectEmptyViewSpace) ray.mFlags &= ~Ray::CULL_BACKFACES; else ray.mFlags |= Ray::CULL_BACKFACES; if (mKdTree->CastRay(ray)) { objectB = ray.intersections[0].mObject; pointB = ray.Extrap(ray.intersections[0].mT); } else { objectB = NULL; float tmin, tmax; if (box.ComputeMinMaxT(ray, &tmin, &tmax) && tmin < tmax) pointB = ray.Extrap(tmax); else return 0; } // if (objectA == NULL && objectB != NULL) { if (mDetectEmptyViewSpace) { // cast again to ensure that there is no objectA SetupRay(ray, pointB, direction); ray.mFlags |= Ray::CULL_BACKFACES; if (mKdTree->CastRay(ray)) { objectA = ray.intersections[0].mObject; pointA = ray.Extrap(ray.intersections[0].mT); } } VssRay *vssRay = NULL; bool validSample = (objectA != objectB); if (0 && mDetectEmptyViewSpace) { // consider all samples valid // check if the viewpoint lies on the line segment AB if (Distance(pointA, pointB) < Distance(viewPoint, pointA) + Distance(viewPoint, pointB) - Limits::Small) { validSample = false; } } if (validSample) { if (objectA) { vssRay = new VssRay(pointB, pointA, objectB, objectA, mPass ); vssRays.push_back(vssRay); hits ++; } if (objectB) { vssRay = new VssRay(pointA, pointB, objectA, objectB, mPass ); vssRays.push_back(vssRay); hits ++; } } return hits; } Vector3 VssPreprocessor::GetViewpoint(AxisAlignedBox3 *viewSpaceBox) { AxisAlignedBox3 box; if (viewSpaceBox) box =*viewSpaceBox; else box = mKdTree->GetBox(); // shrink the box in the y direction return box.GetRandomPoint(); } Vector3 VssPreprocessor::GetDirection(const Vector3 &viewpoint, AxisAlignedBox3 *viewSpaceBox ) { Vector3 point; if (!use2dSampling) { if (0) { Vector3 normal; int i = Random((int)mObjects.size()); Intersectable *object = mObjects[i]; object->GetRandomSurfacePoint(point, normal); } else point = mKdTree->GetBox().GetRandomPoint(); // point = viewpoint + UniformRandomVector(); } else { AxisAlignedBox3 box; if (viewSpaceBox) box =*viewSpaceBox; else box = mKdTree->GetBox(); point = box.GetRandomPoint(); point.y = viewpoint.y; } return point - viewpoint; } int VssPreprocessor::GenerateImportanceRays(VssTree *vssTree, const int desiredSamples, SimpleRayContainer &rays ) { int num; if (0) { float minRayContribution; float maxRayContribution; float avgRayContribution; vssTree->GetRayContributionStatistics(minRayContribution, maxRayContribution, avgRayContribution); cout<< "#MIN_RAY_CONTRIB\n"<stat.Leaves()); num = vssTree->GenerateRays(p, rays); } else { int leaves = vssTree->stat.Leaves(); num = vssTree->GenerateRays(desiredSamples, leaves, rays); } cout<<"Generated "<SetWireframe(); // exporter->ExportKdTree(*mKdTree); exporter->SetFilled(); exporter->ExportScene(mSceneGraph->mRoot); exporter->SetWireframe(); if (mViewSpaceBox) { exporter->SetForcedMaterial(RgbColor(1,0,1)); exporter->ExportBox(*mViewSpaceBox); exporter->ResetForcedMaterial(); } VssRayContainer rays; vssRays.SelectRays(number, rays); exporter->ExportRays(rays, RgbColor(1, 0, 0)); delete exporter; cout<<"done."<SetFilled(); exporter->ExportScene(mSceneGraph->mRoot); // exporter->SetWireframe(); bool result = exporter->ExportVssTree2( *tree, dir ); delete exporter; return result; } bool VssPreprocessor::ExportVssTreeLeaf(char *filename, VssTree *tree, VssTreeLeaf *leaf) { Exporter *exporter = NULL; exporter = Exporter::GetExporter(filename); exporter->SetWireframe(); exporter->ExportKdTree(*mKdTree); if (mViewSpaceBox) { exporter->SetForcedMaterial(RgbColor(1,0,0)); exporter->ExportBox(*mViewSpaceBox); exporter->ResetForcedMaterial(); } exporter->SetForcedMaterial(RgbColor(0,0,1)); exporter->ExportBox(tree->GetBBox(leaf)); exporter->ResetForcedMaterial(); VssRayContainer rays[4]; for (int i=0; i < leaf->rays.size(); i++) { int k = leaf->rays[i].GetRayClass(); rays[k].push_back(leaf->rays[i].mRay); } // SOURCE RAY exporter->ExportRays(rays[0], RgbColor(1, 0, 0)); // TERMINATION RAY exporter->ExportRays(rays[1], RgbColor(1, 1, 1)); // PASSING_RAY exporter->ExportRays(rays[2], RgbColor(1, 1, 0)); // CONTAINED_RAY exporter->ExportRays(rays[3], RgbColor(0, 0, 1)); delete exporter; return true; } void VssPreprocessor::ExportVssTreeLeaves(VssTree *tree, const int number) { vector leaves; tree->CollectLeaves(leaves); int num = 0; int i; float p = number / (float)leaves.size(); for (i=0; i < leaves.size(); i++) { if (RandomValue(0,1) < p) { char filename[64]; sprintf(filename, "vss-leaf-%04d.x3d", num); ExportVssTreeLeaf(filename, tree, leaves[i]); num++; } if (num >= number) break; } } #include "ViewCellBsp.h" void VssPreprocessor::TestBeamCasting(VssTree *tree, ViewCellsManager *vm, const ObjectContainer &objects) { //debuggerWidget = new GlDebuggerWidget(renderer); // renderer->resize(640, 480); //debuggerWidget->resize(640, 480); vector leaves; tree->CollectLeaves(leaves); Exporter *exporter = Exporter::GetExporter("shafts.x3d"); exporter->SetWireframe(); exporter->ExportGeometry(objects); exporter->SetFilled(); //Randomize(); debuggerWidget = new GlDebuggerWidget(renderer); /*debuggerWidget->mBeam = beam; debuggerWidget->mSourceObject = sourceObj; debuggerWidget->mSamples = 10000; Debug << "showing window" << endl; debuggerWidget->show();*/ renderer->makeCurrent(); for (int i = 0; i < 10; ++ i) { Beam beam; Intersectable *sourceObj = mObjects[5]; const int index = (int)RandomValue(0, (Real)((int)leaves.size() - 1)); VssTreeLeaf *leaf = leaves[index]; AxisAlignedBox3 dirBox = tree->GetDirBBox(leaf); AxisAlignedBox3 box = tree->GetBBox(leaf); beam.Construct(box, dirBox); // collect kd leaves and view cells mKdTree->CastBeam(beam); vm->CastBeam(beam); Debug << "found " << (int)beam.mViewCells.size() << " view cells and " << (int)beam.mKdNodes.size() << " kd nodes" << endl; BeamSampleStatistics stats; renderer->SampleBeamContributions(sourceObj, beam, 200000, stats); char s[64]; sprintf(s, "shaft%04d.png", i); QImage image = renderer->toImage(); image.save(s, "PNG"); Debug << "beam statistics: " << stats << endl << endl; if (1) { AxisAlignedBox3 sbox = mSceneGraph->GetBox(); Vector3 bmin = sbox.Min() - 150.0f; Vector3 bmax = sbox.Max() + 150.0f; AxisAlignedBox3 vbox(bmin, bmax); exporter->ExportBeam(beam, vbox); } bool exportViewCells = false; if (exportViewCells) { ViewCellContainer::const_iterator it, it_end = beam.mViewCells.end(); for (it = beam.mViewCells.begin(); it != beam.mViewCells.end(); ++ it) { BspNodeGeometry geom; AxisAlignedBox3 vbox; vbox.Initialize(); vbox.Include((*it)->GetMesh()); exporter->SetWireframe(); exporter->ExportBox(vbox); exporter->SetFilled(); exporter->ExportViewCell(*it); } /*vector::const_iterator it, it_end = beam.mKdNodes.end(); for (it = beam.mKdNodes.begin(); it != beam.mKdNodes.end(); ++ it) { exporter->ExportBox(mKdTree->GetBox((*it))); }*/ } } /*while (1) { debuggerWidget->repaint(); };*/ delete exporter; } float VssPreprocessor::GetAvgPvsSize(VssTree *tree, const vector &viewcells ) { vector::const_iterator it, it_end = viewcells.end(); int sum = 0; for (it = viewcells.begin(); it != it_end; ++ it) sum += tree->GetPvsSize(*it); return sum/(float)viewcells.size(); } bool VssPreprocessor::ComputeVisibility() { Debug << "type: vss" << endl; long startTime = GetTime(); int totalSamples = 0; AxisAlignedBox3 *box = new AxisAlignedBox3(mKdTree->GetBox()); if (!useViewspacePlane) { float size = 0.05f; float s = 0.5f - size; float olds = Magnitude(box->Size()); box->Enlarge(box->Size()*Vector3(-s)); Vector3 translation = Vector3(-olds*0.1f, 0, 0); box->SetMin(box->Min() + translation); box->SetMax(box->Max() + translation); } else { // sample city like heights box->SetMin(1, box->Min(1) + box->Size(1)*0.2f); box->SetMax(1, box->Min(1) + box->Size(1)*0.3f); } if (use2dSampling) box->SetMax(1, box->Min(1)); cout<<"mUseViewSpaceBox="<GetBox(); mSceneGraph->CollectObjects(&mObjects); //-- load view cells from file if requested if (!mLoadViewCells) { mViewCellsManager->SetViewSpaceBox(vbox); // construct view cells using it's own set of samples mViewCellsManager->Construct(this); //-- several visualizations and statistics Debug << "view cells construction finished: " << endl; mViewCellsManager->PrintStatistics(Debug); } else { VssRayContainer dummies; mViewCellsManager->Visualize(mObjects, dummies); mViewCellsManager->ExportViewCells("test.xml"); } VssTree *vssTree = NULL; long initialTime = GetTime(); if (mLoadInitialSamples) { cout << "Loading samples from file ... "; LoadSamples(mVssRays, mObjects); cout << "finished\n" << endl; totalSamples = (int)mVssRays.size(); } else { while (totalSamples < mInitialSamples) { int passContributingSamples = 0; int passSampleContributions = 0; int passSamples = 0; int index = 0; int sampleContributions; int s = Min(mSamplesPerPass, mInitialSamples); for (int k=0; k < s; k++) { // changed by matt Vector3 viewpoint; // viewpoint = GetViewpoint(mViewSpaceBox); mViewCellsManager->GetViewPoint(viewpoint); Vector3 direction = GetDirection(viewpoint, mViewSpaceBox); sampleContributions = CastRay(viewpoint, direction, mVssRays); if (sampleContributions) { passContributingSamples ++; passSampleContributions += sampleContributions; } passSamples++; totalSamples++; } mPass++; int pvsSize = 0; float avgRayContrib = (passContributingSamples > 0) ? passSampleContributions/(float)passContributingSamples : 0; cout << "#Pass " << mPass << " : t = " << TimeDiff(startTime, GetTime())*1e-3 << "s" << endl; cout << "#TotalSamples=" << totalSamples/1000 << "k #SampleContributions=" << passSampleContributions << " (" << 100*passContributingSamples/(float)passSamples<<"%)" << " avgPVS=" << pvsSize/(float)mObjects.size() << endl << "avg ray contrib=" << avgRayContrib << endl; mStats << "#Pass\n" <GetOrigin() << " " << mVssRays[i]->GetTermination() << " " << mVssRays[i]->mOriginObject << " " << mVssRays[i]->mTerminationObject << endl; Debug << dummyRays[i]->GetOrigin() << " " << dummyRays[i]->GetTermination() << " " << dummyRays[i]->mOriginObject << " " << dummyRays[i]->mTerminationObject << endl << endl; }*/ } //int numExportRays = 5000; int numExportRays = 0; if (numExportRays) { char filename[64]; sprintf(filename, "vss-rays-initial.x3d"); ExportRays(filename, mVssRays, numExportRays); } vssTree = new VssTree; // viewcells = Construct(mVssRays); vssTree->Construct(mVssRays, mViewSpaceBox); cout<<"VssTree root PVS size = "<GetRootPvsSize()<UpdatePVS(newVssRays); // get viewcells as kd tree boxes vector kdViewcells; if (0) { vector leaves; mKdTree->CollectLeaves(leaves); vector::const_iterator it; int targetLeaves = 50; float prob = targetLeaves/(float)leaves.size(); for (it = leaves.begin(); it != leaves.end(); ++it) if (RandomValue(0.0f,1.0f) < prob) kdViewcells.push_back(mKdTree->GetBox(*it)); float avgPvs = GetAvgPvsSize(vssTree, kdViewcells); cout<<"Initial average PVS size = "<GetViewPoint(viewpoint); Vector3 direction = GetDirection(viewpoint, mViewSpaceBox); rays.push_back(SimpleRay(viewpoint, direction)); } } else { num = GenerateImportanceRays(vssTree, num, rays); } for (int i=0; i < rays.size(); i++) CastRay(rays[i].mOrigin, rays[i].mDirection, vssRays); vssTree->AddRays(vssRays); if (0) { int subdivided = vssTree->UpdateSubdivision(); cout<<"subdivided leafs = "<GetAvgPvsSize(); cout<<"*****************************\n"; cout<= mVssSamples) break; pass ++; } if (mTestBeamSampling && mUseGlRenderer) { TestBeamCasting(vssTree, mViewCellsManager, mObjects); } if (0) Debug << vssTree->stat << endl; if (0) { VssRayContainer viewCellRays; // compute rays used for view cells construction const int numRays = mViewCellsManager->GetVisualizationSamples(); vssTree->CollectRays(viewCellRays, numRays); } //-- render simulation after merge cout << "\nevaluating bsp view cells render time after sampling ... "; mRenderSimulator->RenderScene(); SimulationStatistics ss; mRenderSimulator->GetStatistics(ss); cout << " finished" << endl; cout << ss << endl; Debug << ss << endl; delete vssTree; return true; }