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            eryar

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            性能提升-BVH層次包圍體

            Posted on 2023-08-16 23:28 eryar 閱讀(1071) 評(píng)論(0)  編輯 收藏 引用 所屬分類: 2.OpenCASCADE

            性能提升-BVH層次包圍體

            eryar@163.com

            Abstract.  OpenCASCADE provides BVH to achieve high performance in AIS of visualization module. To understand BVH usage will help us to understand many code of opencascade.

            Key Words. BVH, Bounding Volume Hierarchy, LBVH, SAH Algorithm

            1 Introduction

            層次包圍體技術(shù) (BVH) 指的是將所有包圍體分層逐次地再次包圍,獲得一個(gè)更大的包圍體,直到包圍住所有物體。實(shí)際上,它是一個(gè)樹(shù)形結(jié)構(gòu),因此可以仿照樹(shù)的結(jié)構(gòu),將兩個(gè)或三個(gè)小的包圍體包圍成一個(gè)更大的包圍體,以此類推。

            BVH是一種以物體BV為基礎(chǔ)進(jìn)行劃分的結(jié)構(gòu)。它由根節(jié)點(diǎn)、內(nèi)部節(jié)點(diǎn)和葉子節(jié)點(diǎn)組成。其中葉子節(jié)點(diǎn)存放物體,每個(gè)非葉子節(jié)點(diǎn)都有包圍體,父節(jié)點(diǎn)可以把子節(jié)點(diǎn)包圍起來(lái)。每個(gè)非葉子節(jié)點(diǎn)的包圍體大小,是它所包含的所有物體的包圍體的總和,所以它在空間上比較緊湊,非常適用于需要大量求相交測(cè)試的應(yīng)用場(chǎng)景,如光線追蹤、碰撞檢測(cè)、射線相交測(cè)試之類的應(yīng)用場(chǎng)合中。

             

            BVH在OpenCASCADE中也有廣泛地應(yīng)用,如開(kāi)源版本中的模型快速碰撞檢測(cè),使用類BRepExtrema_ShapeProximity. 模型選擇操作,光線跟蹤等算法中都有應(yīng)用。在

            https://www.cnblogs.com/opencascade/p/6804446.html

            中介紹如何遍歷BVH樹(shù),本文主要介紹BVH使用方法。

            2 BVH

            OpenCASCADE中的BVH是相對(duì)獨(dú)立的一個(gè)包,是作者根據(jù)論文實(shí)現(xiàn)的純C++版本移植過(guò)來(lái)的。在DRAW中的QA品質(zhì)保證Bugs中提供了BVH的使用示例。

            2.1 BVH_Set

            首先要定義層次包圍盒的集合Set來(lái)構(gòu)造BVH樹(shù),從BVH_Set基類派生的集合是可以直接使用的:

            如可以直接使用BVH_Triangulation,也可以直接使用BVH_BoxSet:

            從這些類名中,我們可以看出在求模型間極值距離Extrema,三維可視化Graphic3d及Select3D拾取及布爾操作BOPTools中都有BVH的應(yīng)用。

            將元素通過(guò)Add函數(shù)添加到BVH集合后,調(diào)用BVH()函數(shù)就可以構(gòu)造BVH樹(shù)。

            2.2 BVH_Traverse

            對(duì)于單個(gè)BVH的遍歷提供類BVH_Traverse,一般的應(yīng)用場(chǎng)景如求距離一點(diǎn)P最近的模型,或者位于某個(gè)空間范圍內(nèi)的所有模型。代碼如下所示:

            //=======================================================================
            //function : ShapeSelector
            //purpose : Implement the simplest shape's selector
            //=======================================================================
            class ShapeSelector :
              public BVH_Traverse <Standard_Real, 3, BVH_BoxSet <Standard_Real, 3, TopoDS_Shape>, Standard_Boolean>
            {
            public:
              //! Constructor
              ShapeSelector() {}
              //! Sets the Box for selection
              void SetBox (const Bnd_Box& theBox)
              {
                myBox = Bnd_Tools::Bnd2BVH (theBox);
              }
              //! Returns the selected shapes
              const NCollection_List<TopoDS_Shape>& Shapes () const { return myShapes; }
            public:
              //! Defines the rules for node rejection by bounding box
              virtual Standard_Boolean RejectNode (const BVH_Vec3d& theCornerMin,
                                                   const BVH_Vec3d& theCornerMax,
                                                   Standard_Boolean& theIsInside) const Standard_OVERRIDE
              {
                Standard_Boolean hasOverlap;
                theIsInside = myBox.Contains (theCornerMin, theCornerMax, hasOverlap);
                return !hasOverlap;
              }
              //! Defines the rules for leaf acceptance
              virtual Standard_Boolean AcceptMetric (const Standard_Boolean& theIsInside) const Standard_OVERRIDE
              {
                return theIsInside;
              }
              //! Defines the rules for leaf acceptance
              virtual Standard_Boolean Accept (const Standard_Integer theIndex,
                                               const Standard_Boolean& theIsInside) Standard_OVERRIDE
              {
                if (theIsInside || !myBox.IsOut (myBVHSet->Box (theIndex)))
                {
                  myShapes.Append (myBVHSet->Element (theIndex));
                  return Standard_True;
                }
                return Standard_False;
              }
            protected:
              BVH_Box <Standard_Real, 3> myBox;         //!< Selection box
              NCollection_List <TopoDS_Shape> myShapes; //!< Selected shapes
            };

            主要是從類BVH_Traverse派生并重寫兩個(gè)虛函數(shù)RejectNode()和Accept(),即在RejectNode()中定義排除結(jié)點(diǎn)的規(guī)則,在Accept()中處理滿足條件的情況。

            2.3 BVH_PairTraverse

            對(duì)于兩個(gè)BVH的遍歷提供類BVH_PairTraverse,一般的應(yīng)用場(chǎng)景有求兩個(gè)Mesh之間的最近距離,判斷兩個(gè)Mesh之間是否有碰撞等。

            //=======================================================================
            //function : MeshMeshDistance
            //purpose : Class to compute the distance between two meshes
            //=======================================================================
            class MeshMeshDistance : public BVH_PairDistance<Standard_Real, 3, BVH_BoxSet<Standard_Real, 3, Triangle>>
            {
            public:
              //! Constructor
              MeshMeshDistance() {}
            public:
              //! Defines the rules for leaf acceptance
              virtual Standard_Boolean Accept (const Standard_Integer theIndex1,
                                               const Standard_Integer theIndex2) Standard_OVERRIDE
              {
                const Triangle& aTri1 = myBVHSet1->Element (theIndex1);
                const Triangle& aTri2 = myBVHSet2->Element (theIndex2);
                Standard_Real aDistance = TriangleTriangleSqDistance (aTri1._Node1, aTri1._Node2, aTri1._Node3,
                                                                      aTri2._Node1, aTri2._Node2, aTri2._Node3);
                if (aDistance < myDistance)
                {
                  myDistance = aDistance;
                  return Standard_True;
                }
                return Standard_False;
              }
            };

            主要也是從BVH_PairTraverse派生并重寫兩個(gè)虛函數(shù)RejectNode()和Accept()。

            2.4 BVH_Builder

            關(guān)于BVH的構(gòu)造提供多種Builder,默認(rèn)是使用基于SAH算法的BVH_BinnedBuilder來(lái)構(gòu)造BVH樹(shù),如果要切換不同的構(gòu)造器,可以在BVH集合的構(gòu)造函數(shù)中傳入一個(gè)。

            下面給出求兩個(gè)Mesh之間最近距離的示例代碼:

             

             // Define BVH Builder
              opencascade::handle <BVH_LinearBuilder <Standard_Real, 3> > aLBuilder =
                  new BVH_LinearBuilder <Standard_Real, 3>();
              // Create the ShapeSet
              opencascade::handle <BVH_BoxSet <Standard_Real, 3, Triangle> > aTriangleBoxSet[2];
              for (Standard_Integer i = 0; i < 2; ++i)
              {
                aTriangleBoxSet[i] = new BVH_BoxSet <Standard_Real, 3, Triangle> (aLBuilder);
                TopTools_IndexedMapOfShape aMapShapes;
                TopExp::MapShapes (aShape[i], TopAbs_FACE,   aMapShapes);
                for (Standard_Integer iS = 1; iS <= aMapShapes.Extent(); ++iS)
                {
                  const TopoDS_Face& aF = TopoDS::Face (aMapShapes(iS));
                  TopLoc_Location aLoc;
                  const Handle(Poly_Triangulation)& aTriangulation = BRep_Tool::Triangulation(aF, aLoc);
                  const int aNbTriangles = aTriangulation->NbTriangles();
                  for (int iT = 1; iT <= aNbTriangles; ++iT)
                  {
                    const Poly_Triangle aTriangle = aTriangulation->Triangle (iT);
                    // Nodes indices
                    Standard_Integer id1, id2, id3;
                    aTriangle.Get (id1, id2, id3);
                    const gp_Pnt aP1 = aTriangulation->Node (id1).Transformed (aLoc.Transformation());
                    const gp_Pnt aP2 = aTriangulation->Node (id2).Transformed (aLoc.Transformation());
                    const gp_Pnt aP3 = aTriangulation->Node (id3).Transformed (aLoc.Transformation());
                    BVH_Vec3d aBVHP1 (aP1.X(), aP1.Y(), aP1.Z());
                    BVH_Vec3d aBVHP2 (aP2.X(), aP2.Y(), aP2.Z());
                    BVH_Vec3d aBVHP3 (aP3.X(), aP3.Y(), aP3.Z());
                    BVH_Box<Standard_Real, 3> aBox;
                    aBox.Add (aBVHP1);
                    aBox.Add (aBVHP2);
                    aBox.Add (aBVHP3);
                    aTriangleBoxSet[i]->Add (Triangle (aBVHP1, aBVHP2, aBVHP3), aBox);
                  }
                }
                // Build BVH
                aTriangleBoxSet[i]->Build();
              }
              // Initialize selector
              MeshMeshDistance aDistTool;
              // Select the elements
              aDistTool.SetBVHSets (aTriangleBoxSet[0].get(), aTriangleBoxSet[1].get());
              Standard_Real aSqDist = aDistTool.ComputeDistance();
              if (!aDistTool.IsDone())
                std::cout << "Not Done" << std::endl;
              else
                theDI << "Distance " << sqrt (aSqDist) << "\n";

            3 Conclusion

            準(zhǔn)確、穩(wěn)定、高效是高品質(zhì)幾何內(nèi)核的目標(biāo),我們?cè)陂_(kāi)發(fā)軟件時(shí),也要時(shí)刻追求這個(gè)目標(biāo)。而B(niǎo)VH層次包圍盒技術(shù)是提升性能的一種方式,理解BVH的使用,我們可以理解opencascade中快速求極值Extrema,交互選擇SelectMgr等很多代碼。甚至我們也可以參與貢獻(xiàn),如將

            Standard_Boolean BRepExtrema_Poly::Distance (const TopoDS_Shape& S1, const TopoDS_Shape& S2,
                                                         gp_Pnt& P1, gp_Pnt& P2, Standard_Real& dist)

            這個(gè)O(N^2)的改造成BVH的來(lái)對(duì)比一下性能。

             

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