diff options
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/view_map/Silhouette.h | |
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/view_map/Silhouette.h')
-rwxr-xr-x | source/blender/freestyle/intern/view_map/Silhouette.h | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h index 86a4efcdc48..da337c1d0b3 100755 --- a/source/blender/freestyle/intern/view_map/Silhouette.h +++ b/source/blender/freestyle/intern/view_map/Silhouette.h @@ -404,6 +404,8 @@ protected: bool _isSmooth; + bool _isInImage; + public: /*! A field that can be used by the user to store any data. * This field must be reseted afterwards using ResetUserData(). @@ -421,6 +423,7 @@ public: //_hasVisibilityPoint=false; _occludeeEmpty = true; _isSmooth = false; + _isInImage = true; } /*! Builds an FEdge going from vA to vB. */ inline FEdge(SVertex *vA, SVertex *vB) { @@ -434,6 +437,7 @@ public: //_hasVisibilityPoint=false; _occludeeEmpty = true; _isSmooth = false; + _isInImage = true; } /*! Copy constructor */ inline FEdge(FEdge& iBrother) @@ -451,6 +455,7 @@ public: _aFace = iBrother._aFace; _occludeeEmpty = iBrother._occludeeEmpty; _isSmooth = iBrother._isSmooth; + _isInImage = iBrother._isInImage; iBrother.userdata = this; userdata = 0; } @@ -498,6 +503,7 @@ public: inline bool getOccludeeEmpty() { return _occludeeEmpty; } /*! Returns true if this FEdge is a smooth FEdge. */ inline bool isSmooth() const {return _isSmooth;} + inline bool isInImage () const { return _isInImage; } /* modifiers */ /*! Sets the first SVertex. */ @@ -525,6 +531,7 @@ public: * true for Smooth, false for Sharp. */ inline void setSmooth(bool iFlag) {_isSmooth = iFlag;} + inline void setIsInImage (bool iFlag) { _isInImage = iFlag; } /* checks whether two FEdge have a common vertex. * Returns a pointer on the common vertex if it exists, |