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 void UpdateProgress(VoxelizationProgress vp) { if (InvokeRequired) { Invoke(new Action<VoxelizationProgress>(UpdateProgress), vp); } else { m_progressBar.Value = (int)(vp.Progress * 100); if (m_progressBar.Value > 0) { m_progressBar.Value -= 1; m_progressBar.Value += 1; } m_coverageProgress.Text = String.Format("Volume Coverage : {0,5:0.##}%", (100 * vp.VolumeCoverage)) + " " + String.Format("Silhouette Coverage : {0,5:0.##}%", (100 * vp.SilhouetteCoverage)); if (!String.IsNullOrEmpty(vp.Status)) m_progressText.AppendText(vp.Status + "\r\n"); } }
public void UpdateProgress(VoxelizationProgress vp) { if (InvokeRequired) { Invoke(new Action <VoxelizationProgress>(UpdateProgress), vp); } else { m_progressBar.Value = (int)(vp.Progress * 100); if (m_progressBar.Value > 0) { m_progressBar.Value -= 1; m_progressBar.Value += 1; } m_coverageProgress.Text = String.Format("Volume Coverage : {0,5:0.##}%", (100 * vp.VolumeCoverage)) + " " + String.Format("Silhouette Coverage : {0,5:0.##}%", (100 * vp.SilhouetteCoverage)); if (!String.IsNullOrEmpty(vp.Status)) { m_progressText.AppendText(vp.Status + "\r\n"); } } }
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); }