public VoxelizationOutput Voxelize(VoxelizationInput input, Action <VoxelizationProgress> progress) { // Setup VBO state GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.IndexArray); m_input = input; VoxelizationOutput output = new VoxelizationOutput(); output.Octree = input.Octree; VoxelizationProgress vp = new VoxelizationProgress(); vp.Status = "Voxelizing mesh with " + input.Octree.MaxLevels + " subdivision levels"; progress(vp); GL.PushAttrib(AttribMask.AllAttribBits); for (int i = 0; i <= input.Octree.MaxLevels; i++) { vp.Progress = (i / (input.Octree.MaxLevels + 1.0f)); vp.Status = "Voxelizing octree level " + i; progress(vp); RecursiveSolveStatus(input.Octree.Root, i); } GL.PopAttrib(); vp.Progress = 1; vp.Status = "Done voxelizing mesh"; progress(vp); return(output); }
public VoxelizationOutput Voxelize(VoxelizationInput input, Action<VoxelizationProgress> progress) { // Setup VBO state GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.IndexArray); m_input = input; VoxelizationOutput output = new VoxelizationOutput(); output.Octree = input.Octree; VoxelizationProgress vp = new VoxelizationProgress(); vp.Status = "Voxelizing mesh with " + input.Octree.MaxLevels + " subdivision levels"; progress(vp); GL.PushAttrib(AttribMask.AllAttribBits); for (int i = 0; i <= input.Octree.MaxLevels; i++) { vp.Progress = (i / (input.Octree.MaxLevels + 1.0f)); vp.Status = "Voxelizing octree level " + i; progress(vp); RecursiveSolveStatus(input.Octree.Root, i); } GL.PopAttrib(); vp.Progress = 1; vp.Status = "Done voxelizing mesh"; progress(vp); return output; }
public virtual VoxelizationOutput Generate(VoxelizationInput input, Action<VoxelizationProgress> progress) { VoxelizationProgress vp = new VoxelizationProgress(); DateTime start = DateTime.Now; vp.Status = "Building voxel field from octree"; progress(vp); VoxelField voxelField = new VoxelField(input.Octree); Byte fillByte = 2; float oldPercent = 1.0f; float newPercent = 1.0f; List<Occluder> occluders = new List<Occluder>(); vp.Status = "Calculating original mesh silhouette coverage"; progress(vp); SilhouetteOcclusionValidator sov = new SilhouetteOcclusionValidator(1024, 1024); long groundSideCoverage, groundTopCoverage; sov.ComputeCoverage(input.OriginalMesh, input.Octree.MeshBounds, out groundSideCoverage, out groundTopCoverage); long totalCoverage = groundSideCoverage + groundTopCoverage; if (totalCoverage == 0) totalCoverage = 1; vp.Status = "Fitting boxes into mesh..."; progress(vp); long oldOcclusion = 0; do { Vector3i densestVoxel = FindHighestDensityVoxel(voxelField); AABBi occluderBounds; if (input.Type == OcclusionType.BoxExpansion) { occluderBounds = ExpandAndFillBox(voxelField, ref densestVoxel, fillByte); } //else if (input.Type == OcclusionType.SimulatedAnnealing) //{ // occluderBounds = SimulatedAnnealingFill(input, sov, voxelField, ref densestVoxel, fillByte, occluders); //} else if (input.Type == OcclusionType.BruteForce) { occluderBounds = BruteForceFill(input, sov, voxelField, densestVoxel, fillByte, occluders); } else { throw new Exception("Unknown occluder generation type!"); } List<AABBi> relevantOccluders = GetRelevantOccluders(input, occluders); relevantOccluders.Add(occluderBounds); long newOcclusion = MeasureOccluderOcclusion(sov, input, relevantOccluders); Occluder occluder = new Occluder(); occluder.Bounds = occluderBounds; occluder.DeltaOcclusion = (newOcclusion - oldOcclusion) / (double)totalCoverage; occluders.Add(occluder); if (occluder.DeltaOcclusion > input.MinimumOcclusion) oldOcclusion = newOcclusion; Debug.WriteLine("Coverage " + occluder.DeltaOcclusion); Debug.WriteLine("Bounds (" + occluder.Bounds.MinX + "x" + occluder.Bounds.MaxX + " " + occluder.Bounds.MinY + "x" + occluder.Bounds.MaxY + " " + occluder.Bounds.MinZ + "x" + occluder.Bounds.MaxZ + ")"); oldPercent = newPercent; newPercent = MeasureUnboxedVoxels(voxelField); Debug.WriteLine("(" + densestVoxel.X + "," + densestVoxel.Y + "," + densestVoxel.Z + ")\tCoverage=" + ((1 - newPercent) * 100) + "%\tDelta=" + ((oldPercent - newPercent) * 100) + "%"); vp.Progress = Math.Min(((1 - newPercent) / input.MinimumVolume), 1.0f); vp.SilhouetteCoverage = oldOcclusion / (double)totalCoverage; vp.VolumeCoverage = 1 - newPercent; vp.Status = String.Format("Occlusion Progress : {0:0.##}%", (100 * vp.Progress)); progress(vp); } while (newPercent > (1 - input.MinimumVolume)); Mesh mesh = BuildMeshFromBoxes(input, GetRelevantOccluders(input, occluders)); VoxelizationOutput output = new VoxelizationOutput(); if (input.Retriangulate) { vp.Status = "Retriangulating occluder mesh"; progress(vp); Mesh triangulatedMesh = MeshOptimizer.Retriangulate(input, mesh, out output.DebugLines); if (triangulatedMesh != null) mesh = triangulatedMesh; } vp.Status = "Filtering polygons"; progress(vp); mesh = PolygonFilter.Filter(input, mesh); vp.Status = "Generating final occlusion mesh"; progress(vp); // Prepare the output output.Octree = input.Octree; output.TimeTaken = DateTime.Now - start; output.VolumeCoverage = 1 - newPercent; output.SilhouetteCoverage = oldOcclusion / (double)totalCoverage; output.OccluderMesh = new RenderableMesh(mesh, true); vp.Status = "Cleanup..."; progress(vp); sov.Dispose(); return output; }
public virtual VoxelizationOutput Generate(VoxelizationInput input, Action <VoxelizationProgress> progress) { VoxelizationProgress vp = new VoxelizationProgress(); DateTime start = DateTime.Now; vp.Status = "Building voxel field from octree"; progress(vp); VoxelField voxelField = new VoxelField(input.Octree); Byte fillByte = 2; float oldPercent = 1.0f; float newPercent = 1.0f; List <Occluder> occluders = new List <Occluder>(); vp.Status = "Calculating original mesh silhouette coverage"; progress(vp); SilhouetteOcclusionValidator sov = new SilhouetteOcclusionValidator(1024, 1024); long groundSideCoverage, groundTopCoverage; sov.ComputeCoverage(input.OriginalMesh, input.Octree.MeshBounds, out groundSideCoverage, out groundTopCoverage); long totalCoverage = groundSideCoverage + groundTopCoverage; if (totalCoverage == 0) { totalCoverage = 1; } vp.Status = "Fitting boxes into mesh..."; progress(vp); long oldOcclusion = 0; do { Vector3i densestVoxel = FindHighestDensityVoxel(voxelField); AABBi occluderBounds; if (input.Type == OcclusionType.BoxExpansion) { occluderBounds = ExpandAndFillBox(voxelField, ref densestVoxel, fillByte); } //else if (input.Type == OcclusionType.SimulatedAnnealing) //{ // occluderBounds = SimulatedAnnealingFill(input, sov, voxelField, ref densestVoxel, fillByte, occluders); //} else if (input.Type == OcclusionType.BruteForce) { occluderBounds = BruteForceFill(input, sov, voxelField, densestVoxel, fillByte, occluders); } else { throw new Exception("Unknown occluder generation type!"); } List <AABBi> relevantOccluders = GetRelevantOccluders(input, occluders); relevantOccluders.Add(occluderBounds); long newOcclusion = MeasureOccluderOcclusion(sov, input, relevantOccluders); Occluder occluder = new Occluder(); occluder.Bounds = occluderBounds; occluder.DeltaOcclusion = (newOcclusion - oldOcclusion) / (double)totalCoverage; occluders.Add(occluder); if (occluder.DeltaOcclusion > input.MinimumOcclusion) { oldOcclusion = newOcclusion; } Debug.WriteLine("Coverage " + occluder.DeltaOcclusion); Debug.WriteLine("Bounds (" + occluder.Bounds.MinX + "x" + occluder.Bounds.MaxX + " " + occluder.Bounds.MinY + "x" + occluder.Bounds.MaxY + " " + occluder.Bounds.MinZ + "x" + occluder.Bounds.MaxZ + ")"); oldPercent = newPercent; newPercent = MeasureUnboxedVoxels(voxelField); Debug.WriteLine("(" + densestVoxel.X + "," + densestVoxel.Y + "," + densestVoxel.Z + ")\tCoverage=" + ((1 - newPercent) * 100) + "%\tDelta=" + ((oldPercent - newPercent) * 100) + "%"); vp.Progress = Math.Min(((1 - newPercent) / input.MinimumVolume), 1.0f); vp.SilhouetteCoverage = oldOcclusion / (double)totalCoverage; vp.VolumeCoverage = 1 - newPercent; vp.Status = String.Format("Occlusion Progress : {0:0.##}%", (100 * vp.Progress)); progress(vp); } while (newPercent > (1 - input.MinimumVolume)); Mesh mesh = BuildMeshFromBoxes(input, GetRelevantOccluders(input, occluders)); VoxelizationOutput output = new VoxelizationOutput(); if (input.Retriangulate) { vp.Status = "Retriangulating occluder mesh"; progress(vp); Mesh triangulatedMesh = MeshOptimizer.Retriangulate(input, mesh, out output.DebugLines); if (triangulatedMesh != null) { mesh = triangulatedMesh; } } vp.Status = "Filtering polygons"; progress(vp); mesh = PolygonFilter.Filter(input, mesh); vp.Status = "Generating final occlusion mesh"; progress(vp); // Prepare the output output.Octree = input.Octree; output.TimeTaken = DateTime.Now - start; output.VolumeCoverage = 1 - newPercent; output.SilhouetteCoverage = oldOcclusion / (double)totalCoverage; output.OccluderMesh = new RenderableMesh(mesh, true); vp.Status = "Cleanup..."; progress(vp); sov.Dispose(); return(output); }
public VoxelizationOutput Generate(VoxelizationInput input, Action<VoxelizationProgress> progress) { this.input = input; VoxelizationOutput output = new VoxelizationOutput(); output.Octree = input.Octree; List<List<VoxelizingOctreeCell>> cellList = new List<List<VoxelizingOctreeCell>>(); input.Octree.AccumulateChildren(out cellList); VolumeAccumulator volume = new VolumeAccumulator(); VolumeAccumulator[] volumeAtLevel = new VolumeAccumulator[input.Octree.MaxLevels]; for (int i = 0; i < input.Octree.MaxLevels; i++) { List<VoxelizingOctreeCell> childernAtDepth = cellList[i]; VolumeAccumulator levelVolumeTotal = new VolumeAccumulator(); Parallel.For(0, childernAtDepth.Count, () => new VolumeAccumulator(), (n, loop, partial) => { VoxelizingOctreeCell cell = childernAtDepth[n]; float sideLength = cell.Length; switch (cell.Status) { case CellStatus.Inside: partial.InsideTotal += (sideLength * sideLength * sideLength); break; case CellStatus.Outside: partial.OutsideTotal += (sideLength * sideLength * sideLength); break; case CellStatus.Intersecting: case CellStatus.IntersectingBounds: if (cell.IsLeaf) partial.IntersectingTotal += (sideLength * sideLength * sideLength); break; } return partial; }, partial => { lock (levelVolumeTotal) { levelVolumeTotal.InsideTotal += partial.InsideTotal; levelVolumeTotal.OutsideTotal += partial.OutsideTotal; levelVolumeTotal.IntersectingTotal += partial.IntersectingTotal; } }); volume.InsideTotal += levelVolumeTotal.InsideTotal; volume.OutsideTotal += levelVolumeTotal.OutsideTotal; volume.IntersectingTotal += levelVolumeTotal.IntersectingTotal; volumeAtLevel[i] = levelVolumeTotal; } Debug.WriteLine("Percentage of inner volume at each octree level"); for (int i = 0; i < input.Octree.MaxLevels; i++) { Debug.WriteLine("Level {0}: Inner Volume {1}%", i, (volumeAtLevel[i].InsideTotal / volume.InsideTotal) * 100); } // A good check to perform is to compare the ratio of intersecting volume leaf nodes to the total volume // we've determined is inside. A tool could use this ratio to automatically determine a good octree level // by iterative optimization. If a mesh for example fails to get at least a 1 : 0.5 ratio of intersecting:inner // volume ratio it's a good bet that the octree does not subdivide enough levels in order to find enough inner volume // to meet our occlusion needs. If further subdivision up to some maximum, lets say 8 fails to ever meet this ratio // one could say the mesh is not a good candidate for automating occluder generation. Debug.WriteLine(""); float intersecting_inside_ratio = volume.InsideTotal / volume.IntersectingTotal; Debug.WriteLine("Intersecting : Inner = 1:{0}", intersecting_inside_ratio); Debug.WriteLine("Inner / (Inner + Intersecting) = {0}", volume.InsideTotal / (volume.InsideTotal + volume.IntersectingTotal)); const float MINIMUM_INTERSECTING_TO_INSIDE_RATIO = 0.25f; AABBf meshBounds = input.Octree.MeshBounds; double dX = meshBounds.MaxX - meshBounds.MinX; double dY = meshBounds.MaxY - meshBounds.MinY; double dZ = meshBounds.MaxZ - meshBounds.MinZ; double reduction = 0.5; for (int i = 0; i <= input.Octree.MaxLevels * 2; i++) reduction *= 0.5; dX = dX * reduction; dY = dY * reduction; dZ = dZ * reduction; if (intersecting_inside_ratio > MINIMUM_INTERSECTING_TO_INSIDE_RATIO) { List<AABBi> innerBounds = new List<AABBi>(); float innerVolumeGathered = 0.0f; for (int i = 0; i < input.Octree.MaxLevels; i++) { for (int n = 0; n < cellList[i].Count; n++) { if (cellList[i][n].Status == CellStatus.Inside) { AABBf bound = cellList[i][n].Bounds; AABBi bi = new AABBi(); bi.MaxX = (int)Math.Round(((double)bound.MaxX - (double)meshBounds.MinX) / dX, MidpointRounding.AwayFromZero); bi.MaxY = (int)Math.Round(((double)bound.MaxY - (double)meshBounds.MinY) / dY, MidpointRounding.AwayFromZero); bi.MaxZ = (int)Math.Round(((double)bound.MaxZ - (double)meshBounds.MinZ) / dZ, MidpointRounding.AwayFromZero); bi.MinX = (int)Math.Round(((double)bound.MinX - (double)meshBounds.MinX) / dX, MidpointRounding.AwayFromZero); bi.MinY = (int)Math.Round(((double)bound.MinY - (double)meshBounds.MinY) / dY, MidpointRounding.AwayFromZero); bi.MinZ = (int)Math.Round(((double)bound.MinZ - (double)meshBounds.MinZ) / dZ, MidpointRounding.AwayFromZero); innerBounds.Add(bi); } } innerVolumeGathered += volumeAtLevel[i].InsideTotal / volume.InsideTotal; if (innerVolumeGathered > input.MinimumVolume) { break; } } Debug.WriteLine("Enough inner volume found {0}%", innerVolumeGathered * 100.0f); Mesh mesh = MeshBuilder.BuildMesh(innerBounds); for (int i = 0; i < mesh.Vertices.Length; i++) { mesh.Vertices[i].X = (float)(((double)meshBounds.MinX) + (mesh.Vertices[i].X * dX)); mesh.Vertices[i].Y = (float)(((double)meshBounds.MinY) + (mesh.Vertices[i].Y * dY)); mesh.Vertices[i].Z = (float)(((double)meshBounds.MinZ) + (mesh.Vertices[i].Z * dZ)); } if (input.Retriangulate) { Mesh triangulatedMesh = MeshOptimizer.Retriangulate(input, mesh, out output.DebugLines); if (triangulatedMesh != null) mesh = triangulatedMesh; } mesh = PolygonFilter.Filter(input, mesh); output.OccluderMesh = new RenderableMesh(mesh, true); } else { Debug.WriteLine("Not enough inner volume found to continue."); } return output; }
public VoxelizationOutput Generate(VoxelizationInput input, Action <VoxelizationProgress> progress) { this.input = input; VoxelizationOutput output = new VoxelizationOutput(); output.Octree = input.Octree; List <List <VoxelizingOctreeCell> > cellList = new List <List <VoxelizingOctreeCell> >(); input.Octree.AccumulateChildren(out cellList); VolumeAccumulator volume = new VolumeAccumulator(); VolumeAccumulator[] volumeAtLevel = new VolumeAccumulator[input.Octree.MaxLevels]; for (int i = 0; i < input.Octree.MaxLevels; i++) { List <VoxelizingOctreeCell> childernAtDepth = cellList[i]; VolumeAccumulator levelVolumeTotal = new VolumeAccumulator(); Parallel.For(0, childernAtDepth.Count, () => new VolumeAccumulator(), (n, loop, partial) => { VoxelizingOctreeCell cell = childernAtDepth[n]; float sideLength = cell.Length; switch (cell.Status) { case CellStatus.Inside: partial.InsideTotal += (sideLength * sideLength * sideLength); break; case CellStatus.Outside: partial.OutsideTotal += (sideLength * sideLength * sideLength); break; case CellStatus.Intersecting: case CellStatus.IntersectingBounds: if (cell.IsLeaf) { partial.IntersectingTotal += (sideLength * sideLength * sideLength); } break; } return(partial); }, partial => { lock (levelVolumeTotal) { levelVolumeTotal.InsideTotal += partial.InsideTotal; levelVolumeTotal.OutsideTotal += partial.OutsideTotal; levelVolumeTotal.IntersectingTotal += partial.IntersectingTotal; } }); volume.InsideTotal += levelVolumeTotal.InsideTotal; volume.OutsideTotal += levelVolumeTotal.OutsideTotal; volume.IntersectingTotal += levelVolumeTotal.IntersectingTotal; volumeAtLevel[i] = levelVolumeTotal; } Debug.WriteLine("Percentage of inner volume at each octree level"); for (int i = 0; i < input.Octree.MaxLevels; i++) { Debug.WriteLine("Level {0}: Inner Volume {1}%", i, (volumeAtLevel[i].InsideTotal / volume.InsideTotal) * 100); } // A good check to perform is to compare the ratio of intersecting volume leaf nodes to the total volume // we've determined is inside. A tool could use this ratio to automatically determine a good octree level // by iterative optimization. If a mesh for example fails to get at least a 1 : 0.5 ratio of intersecting:inner // volume ratio it's a good bet that the octree does not subdivide enough levels in order to find enough inner volume // to meet our occlusion needs. If further subdivision up to some maximum, lets say 8 fails to ever meet this ratio // one could say the mesh is not a good candidate for automating occluder generation. Debug.WriteLine(""); float intersecting_inside_ratio = volume.InsideTotal / volume.IntersectingTotal; Debug.WriteLine("Intersecting : Inner = 1:{0}", intersecting_inside_ratio); Debug.WriteLine("Inner / (Inner + Intersecting) = {0}", volume.InsideTotal / (volume.InsideTotal + volume.IntersectingTotal)); const float MINIMUM_INTERSECTING_TO_INSIDE_RATIO = 0.25f; AABBf meshBounds = input.Octree.MeshBounds; double dX = meshBounds.MaxX - meshBounds.MinX; double dY = meshBounds.MaxY - meshBounds.MinY; double dZ = meshBounds.MaxZ - meshBounds.MinZ; double reduction = 0.5; for (int i = 0; i <= input.Octree.MaxLevels * 2; i++) { reduction *= 0.5; } dX = dX * reduction; dY = dY * reduction; dZ = dZ * reduction; if (intersecting_inside_ratio > MINIMUM_INTERSECTING_TO_INSIDE_RATIO) { List <AABBi> innerBounds = new List <AABBi>(); float innerVolumeGathered = 0.0f; for (int i = 0; i < input.Octree.MaxLevels; i++) { for (int n = 0; n < cellList[i].Count; n++) { if (cellList[i][n].Status == CellStatus.Inside) { AABBf bound = cellList[i][n].Bounds; AABBi bi = new AABBi(); bi.MaxX = (int)Math.Round(((double)bound.MaxX - (double)meshBounds.MinX) / dX, MidpointRounding.AwayFromZero); bi.MaxY = (int)Math.Round(((double)bound.MaxY - (double)meshBounds.MinY) / dY, MidpointRounding.AwayFromZero); bi.MaxZ = (int)Math.Round(((double)bound.MaxZ - (double)meshBounds.MinZ) / dZ, MidpointRounding.AwayFromZero); bi.MinX = (int)Math.Round(((double)bound.MinX - (double)meshBounds.MinX) / dX, MidpointRounding.AwayFromZero); bi.MinY = (int)Math.Round(((double)bound.MinY - (double)meshBounds.MinY) / dY, MidpointRounding.AwayFromZero); bi.MinZ = (int)Math.Round(((double)bound.MinZ - (double)meshBounds.MinZ) / dZ, MidpointRounding.AwayFromZero); innerBounds.Add(bi); } } innerVolumeGathered += volumeAtLevel[i].InsideTotal / volume.InsideTotal; if (innerVolumeGathered > input.MinimumVolume) { break; } } Debug.WriteLine("Enough inner volume found {0}%", innerVolumeGathered * 100.0f); Mesh mesh = MeshBuilder.BuildMesh(innerBounds); for (int i = 0; i < mesh.Vertices.Length; i++) { mesh.Vertices[i].X = (float)(((double)meshBounds.MinX) + (mesh.Vertices[i].X * dX)); mesh.Vertices[i].Y = (float)(((double)meshBounds.MinY) + (mesh.Vertices[i].Y * dY)); mesh.Vertices[i].Z = (float)(((double)meshBounds.MinZ) + (mesh.Vertices[i].Z * dZ)); } if (input.Retriangulate) { Mesh triangulatedMesh = MeshOptimizer.Retriangulate(input, mesh, out output.DebugLines); if (triangulatedMesh != null) { mesh = triangulatedMesh; } } mesh = PolygonFilter.Filter(input, mesh); output.OccluderMesh = new RenderableMesh(mesh, true); } else { Debug.WriteLine("Not enough inner volume found to continue."); } return(output); }
public WaitHandle GenerateOccluder(Action <VoxelizationProgress> progress, Action done) { ManualResetEvent waitHandle = new ManualResetEvent(false); if (Context == null || Context.OriginalMesh == null) { Logger.DisplayError("Please Open a mesh first."); waitHandle.Set(); return(waitHandle); } Input.Octree = Context.Octree; Input.OriginalMesh = Context.OriginalMesh; VoxelizationInput input = Input.Clone(); VoxelizationOutput output = null; IOccluderGenerator occluder; switch (input.Type) { case OcclusionType.Octree: occluder = new OccluderOctree(); break; case OcclusionType.BoxExpansion: occluder = new OccluderBoxExpansion(); break; //case OcclusionType.SimulatedAnnealing: // occluder = new OccluderBoxExpansion(); // break; case OcclusionType.BruteForce: occluder = new OccluderBoxExpansion(); break; default: throw new Exception("Unknown occluder type."); } Thread thread = new Thread(() => { INativeWindow window = new OpenTK.NativeWindow(); IGraphicsContext gl = new GraphicsContext(new GraphicsMode(32, 24, 8), window.WindowInfo); gl.MakeCurrent(window.WindowInfo); while (window.Exists) { window.ProcessEvents(); try { RobustVoxelizer voxelizer = new RobustVoxelizer(512, 512); output = voxelizer.Voxelize(input, progress); voxelizer.Dispose(); output = occluder.Generate(input, progress); } catch (System.Exception ex) { Debug.WriteLine(ex.ToString()); } window.Close(); break; } gl.MakeCurrent(null); if (Context.OccluderMesh != null) { Context.OccluderMesh.Dispose(); } Context.Octree = output.Octree; Context.OccluderMesh = output.OccluderMesh; Context.VoxelizationOutput = output; waitHandle.Set(); done(); }); thread.IsBackground = true; thread.SetApartmentState(ApartmentState.STA); thread.Start(); return(waitHandle); }