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author | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2011-03-14 03:36:27 +0300 |
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committer | Tamito Kajiyama <rd6t-kjym@asahi-net.or.jp> | 2011-03-14 03:36:27 +0300 |
commit | 4569f9ae4e6cf60beadd082128629763bbae7462 (patch) | |
tree | f8761b8f23b0efe8628dfbf92a918893347035b5 /source/blender/freestyle/intern/geometry/GridHelpers.cpp | |
parent | c8deda32763d68b59d28f00734785dc0c7a91571 (diff) |
Optimized view map calculation by Alexander Beels.
* View map calculation has been intensively optimized for speed by
means of:
1) new spatial grid data structures (SphericalGrid for perspective
cameras and BoxGrid for orthographic cameras; automatically switched
based on the camera type);
2) a heuristic grid density calculation algorithm; and
3) new line visibility computation algorithms: A "traditional"
algorithm for emulating old visibility algorithms, and a "cumulative"
algorithm for improved, more consistent line visibility, both exploiting
the new spatial grid data structures for fast ray casting.
A new option "Raycasting Algorithm" was added to allow users to choose
a ray casting (line visibility) algorithm. Available choices are:
- Normal Ray Casting
- Fast Ray Casting
- Very Fast Ray Casting
- Culled Traditional Visibility Detection
- Unculled Traditional Visibility Detection
- Culled Cumulative Visibility Detection
- Unculled Cumulative Visibility Detection
The first three algorithms are those available in the original
Freestyle (the "normal" ray casting was used unconditionally, though).
The "fast" and "very fast" ray casting algorithms achieve a faster
calculation at the cost of less visibility accuracy.
The last four are newly introduced optimized options. The culled
versions of the new algorithms will exclude from visibility
calculation those faces that lay outside the camera, which leads to a
faster view map construction. The unculled counterparts will take all
faces into account. The unculled visibility algorithms are useful
when culling affects stroke chaining.
The recommended options for users are the culled/unculled cumulative
visibility algorithms. These options are meant to replace the old
algorithms in the future.
Performance improvements over the old algorithms depend on the scenes
to be rendered.
* Silhouette detection has also been considerably optimized for speed.
Performance gains by this optimization do not depend on scenes.
* Improper handling of error conditions in the view map construction
was fixed.
Diffstat (limited to 'source/blender/freestyle/intern/geometry/GridHelpers.cpp')
-rw-r--r-- | source/blender/freestyle/intern/geometry/GridHelpers.cpp | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/geometry/GridHelpers.cpp b/source/blender/freestyle/intern/geometry/GridHelpers.cpp new file mode 100644 index 00000000000..dcf24a72efb --- /dev/null +++ b/source/blender/freestyle/intern/geometry/GridHelpers.cpp @@ -0,0 +1,56 @@ +// +// Filename : GridHelpers.cpp +// Author(s) : Alexander Beels +// Purpose : Class to define a cell grid surrounding +// the projected image of a scene +// Date of creation : 2010-12-21 +// +/////////////////////////////////////////////////////////////////////////////// + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#include <math.h> +#include "GridHelpers.h" + +void GridHelpers::getDefaultViewProscenium(real viewProscenium[4]) { + // Get proscenium boundary for culling + // bufferZone determines the amount by which the area processed + // should exceed the actual image area. This is intended to + // avoid visible artifacts generated along the proscenium edge. + // Perhaps this is no longer needed now that entire view edges + // are culled at once, since that theoretically should eliminate + // visible artifacts. + // To the extent it is still useful, bufferZone should be put into + // the UI as configurable percentage value + const real bufferZone = 0.05; + // borderZone describes a blank border outside the proscenium, but + // still inside the image area. Only intended for exposing possible + // artifacts along or outside the proscenium edge during debugging. + const real borderZone = 0.0; + viewProscenium[0] = freestyle_viewport[2] * (borderZone - bufferZone); + viewProscenium[1] = freestyle_viewport[2] * (1.0f - borderZone + bufferZone); + viewProscenium[2] = freestyle_viewport[3] * (borderZone - bufferZone); + viewProscenium[3] = freestyle_viewport[3] * (1.0f - borderZone + bufferZone); +} + +GridHelpers::Transform::~Transform () {} + + |