long MeasureOccluderOcclusion(SilhouetteOcclusionValidator sov, VoxelizationInput input, List <AABBi> occluderBounds) { Mesh mesh = BuildMeshFromBoxes(input, occluderBounds); RenderableMesh renderable = new RenderableMesh(mesh, true); long sideCoverage, topCoverage; sov.ComputeCoverage(renderable, input.Octree.MeshBounds, out sideCoverage, out topCoverage); renderable.Dispose(); return(sideCoverage + topCoverage); }
AABBi SimulatedAnnealingFill(VoxelizationInput input, SilhouetteOcclusionValidator sov, VoxelField volume, ref Vector3i densestVoxel, byte fillByte, List<Occluder> currentOccluders) { AABBi current = new AABBi(densestVoxel.X, densestVoxel.Y, densestVoxel.Z, densestVoxel.X + 1, densestVoxel.Y + 1, densestVoxel.Z + 1); AABBi next = new AABBi(0, 0, 0, 0, 0, 0); int iteration = -1; List<AABBi> relevantOccluders = GetRelevantOccluders(input, currentOccluders); List<AABBi> occluders = relevantOccluders.ToList(); occluders.Add(current); long coverage = MeasureOccluderOcclusion(sov, input, occluders); double coolignAlpha = 0.999; double temperature = 400.0; double epsilon = 0.001; Random random = new Random(1337); int maxItterations = 1000; long delta = 0; while (temperature > epsilon && iteration < maxItterations) { iteration++; ComputeNext(random, current, next, volume, ref densestVoxel, delta, temperature); occluders = relevantOccluders.ToList(); occluders.Add(next); delta = MeasureOccluderOcclusion(sov, input, occluders) - coverage; if (delta < 0) { next.Clone(current); coverage = delta + coverage; } else { double probability = random.NextDouble(); if (probability < Math.Exp(-delta / temperature)) { next.Clone(current); coverage = delta + coverage; } } temperature *= coolignAlpha; if (iteration % 400 == 0) Console.WriteLine(coverage); } FillRange(volume, new Vector3i(current.MinX, current.MinY, current.MinZ), new Vector3i(current.MaxX, current.MaxY, current.MaxZ), fillByte); return current; }
long MeasureOccluderOcclusion(SilhouetteOcclusionValidator sov, VoxelizationInput input, List<AABBi> occluderBounds) { Mesh mesh = BuildMeshFromBoxes(input, occluderBounds); RenderableMesh renderable = new RenderableMesh(mesh, true); long sideCoverage, topCoverage; sov.ComputeCoverage(renderable, input.Octree.MeshBounds, out sideCoverage, out topCoverage); renderable.Dispose(); return sideCoverage + topCoverage; }
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; }
AABBi BruteForceFill(VoxelizationInput input, SilhouetteOcclusionValidator sov, VoxelField voxelField, Vector3i densestVoxel, byte fillByte, List<Occluder> currentOccluders) { Object syncroot = new Object(); Int64 largestVolume = 1; AABBi largestOccluder = new AABBi(densestVoxel.X, densestVoxel.Y, densestVoxel.Z, densestVoxel.X + 1, densestVoxel.Y + 1, densestVoxel.Z + 1); int MaxTopOccluders = 2000; List<AABBi> bestOccluders = new List<AABBi>(MaxTopOccluders); Parallel.For(densestVoxel.Z + 1, voxelField.VoxelSize.Z, max_z => { for (Int32 min_z = densestVoxel.Z; min_z >= 0; --min_z) { for (Int32 max_y = densestVoxel.Y + 1; max_y < voxelField.VoxelSize.Y; ++max_y) { for (Int32 min_y = densestVoxel.Y; min_y >= 0; --min_y) { for (Int32 max_x = densestVoxel.X + 1; max_x < voxelField.VoxelSize.X; ++max_x) { for (Int32 min_x = densestVoxel.X; min_x >= 0; --min_x) { Int32 dx = max_x - min_x; Int32 dy = max_y - min_y; Int32 dz = max_z - min_z; Int64 volume = dx * dy * dz; if (TestRangeForFreeSpace(voxelField, new AABBi(min_x, min_y, min_z, max_x, max_y, max_z))) { lock (syncroot) { if (volume > largestVolume) { largestVolume = volume; largestOccluder = new AABBi(min_x, min_y, min_z, max_x, max_y, max_z); if (bestOccluders.Count >= MaxTopOccluders) bestOccluders.RemoveAt(MaxTopOccluders - 1); bestOccluders.Insert(0, largestOccluder); } } } else { // if we can't expand outward any further there's no point in checking more. break; } } } } } } Debug.WriteLine("Checked " + max_z); }); List<AABBi> relevantOccluders = GetRelevantOccluders(input, currentOccluders); long bestCoverage = 0; AABBi bestCoverageVolume = largestOccluder; foreach (AABBi occluder in bestOccluders) { List<AABBi> tempOccluders = relevantOccluders.ToList(); tempOccluders.Add(occluder); long coverage = MeasureOccluderOcclusion(sov, input, tempOccluders); if (coverage > bestCoverage) { bestCoverage = coverage; bestCoverageVolume = occluder; } } FillRange(voxelField, bestCoverageVolume, fillByte); return bestCoverageVolume; }
AABBi SimulatedAnnealingFill(VoxelizationInput input, SilhouetteOcclusionValidator sov, VoxelField volume, ref Vector3i densestVoxel, byte fillByte, List <Occluder> currentOccluders) { AABBi current = new AABBi(densestVoxel.X, densestVoxel.Y, densestVoxel.Z, densestVoxel.X + 1, densestVoxel.Y + 1, densestVoxel.Z + 1); AABBi next = new AABBi(0, 0, 0, 0, 0, 0); int iteration = -1; List <AABBi> relevantOccluders = GetRelevantOccluders(input, currentOccluders); List <AABBi> occluders = relevantOccluders.ToList(); occluders.Add(current); long coverage = MeasureOccluderOcclusion(sov, input, occluders); double coolignAlpha = 0.999; double temperature = 400.0; double epsilon = 0.001; Random random = new Random(1337); int maxItterations = 1000; long delta = 0; while (temperature > epsilon && iteration < maxItterations) { iteration++; ComputeNext(random, current, next, volume, ref densestVoxel, delta, temperature); occluders = relevantOccluders.ToList(); occluders.Add(next); delta = MeasureOccluderOcclusion(sov, input, occluders) - coverage; if (delta < 0) { next.Clone(current); coverage = delta + coverage; } else { double probability = random.NextDouble(); if (probability < Math.Exp(-delta / temperature)) { next.Clone(current); coverage = delta + coverage; } } temperature *= coolignAlpha; if (iteration % 400 == 0) { Console.WriteLine(coverage); } } FillRange(volume, new Vector3i(current.MinX, current.MinY, current.MinZ), new Vector3i(current.MaxX, current.MaxY, current.MaxZ), fillByte); return(current); }
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); }
AABBi BruteForceFill(VoxelizationInput input, SilhouetteOcclusionValidator sov, VoxelField voxelField, Vector3i densestVoxel, byte fillByte, List <Occluder> currentOccluders) { Object syncroot = new Object(); Int64 largestVolume = 1; AABBi largestOccluder = new AABBi(densestVoxel.X, densestVoxel.Y, densestVoxel.Z, densestVoxel.X + 1, densestVoxel.Y + 1, densestVoxel.Z + 1); int MaxTopOccluders = 2000; List <AABBi> bestOccluders = new List <AABBi>(MaxTopOccluders); Parallel.For(densestVoxel.Z + 1, voxelField.VoxelSize.Z, max_z => { for (Int32 min_z = densestVoxel.Z; min_z >= 0; --min_z) { for (Int32 max_y = densestVoxel.Y + 1; max_y < voxelField.VoxelSize.Y; ++max_y) { for (Int32 min_y = densestVoxel.Y; min_y >= 0; --min_y) { for (Int32 max_x = densestVoxel.X + 1; max_x < voxelField.VoxelSize.X; ++max_x) { for (Int32 min_x = densestVoxel.X; min_x >= 0; --min_x) { Int32 dx = max_x - min_x; Int32 dy = max_y - min_y; Int32 dz = max_z - min_z; Int64 volume = dx * dy * dz; if (TestRangeForFreeSpace(voxelField, new AABBi(min_x, min_y, min_z, max_x, max_y, max_z))) { lock (syncroot) { if (volume > largestVolume) { largestVolume = volume; largestOccluder = new AABBi(min_x, min_y, min_z, max_x, max_y, max_z); if (bestOccluders.Count >= MaxTopOccluders) { bestOccluders.RemoveAt(MaxTopOccluders - 1); } bestOccluders.Insert(0, largestOccluder); } } } else { // if we can't expand outward any further there's no point in checking more. break; } } } } } } Debug.WriteLine("Checked " + max_z); }); List <AABBi> relevantOccluders = GetRelevantOccluders(input, currentOccluders); long bestCoverage = 0; AABBi bestCoverageVolume = largestOccluder; foreach (AABBi occluder in bestOccluders) { List <AABBi> tempOccluders = relevantOccluders.ToList(); tempOccluders.Add(occluder); long coverage = MeasureOccluderOcclusion(sov, input, tempOccluders); if (coverage > bestCoverage) { bestCoverage = coverage; bestCoverageVolume = occluder; } } FillRange(voxelField, bestCoverageVolume, fillByte); return(bestCoverageVolume); }