Commit Graph

4 Commits

Author SHA1 Message Date
4569f9ae4e 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.
2011-03-14 00:36:27 +00:00
a6a5ce4f7b More consolidation of the view map creation.
Made an attempt to fix "2D intersection out of range" warnings.
These warnings may cause "3D intersection out of range" warnings,
which often lead to a crash.
2010-02-11 23:26:22 +00:00
Maxime Curioni
bd92aea926 SUMMARY:
The main contribution of this commit is the possibility to save Freestyle configuration information inside .blend files. It required an extensive refactoring of the previous interface code.

The code has been tested and does not crash on my machine. If you encounter issues, please let me know (and if possible, sending me an sample .blend file).

DETAILS:
- refactored code to notify Freestyle when adding/removing render layers  (FRS_freestyle_config.{h,cpp})
- corrected the freeing of style modules when files are read from / written to disk
- moved Freestyle configuration information into scene renderlayers, to allow loading / saving .blend files (DNA_scene_types.h DNA_freestyle_types.h FRS_freestyle.cpp)
- inserted temporary trick to prevent crashes when orthographic camera is used (SilhouetteGeomEngine.cpp), but outputting incorrect feature line calculations
2009-08-04 00:40:36 +00:00
Maxime Curioni
64e4a3ec9a soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for source/blender/freestyle 2008-05-08 19:16:40 +00:00