Aetheria/Assets/Scripts/ServerShared/SampleElimination.cs
Reinier Vens 73651bf16a Game Loop Galaxy Integration
Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
2021-03-15 11:40:46 +00:00

185 lines
No EOL
6.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using DataStructures.ViliWonka.Heap;
using DataStructures.ViliWonka.KDTree;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
using Random = Unity.Mathematics.Random;
public static class WeightedSampleElimination
{
private static float2 boundsMin = float2.zero; // The minimum bounds of the sampling domain
private static float2 boundsMax = float2(1); // The maximum bounds of the sampling domain
// Returns the minimum bounds of the sampling domain.
// The sampling domain boundaries are used for tiling and computing the maximum possible
// Poisson disk radius for the sampling domain. The default boundaries are between 0 and 1.
public static float2 BoundsMin => boundsMin;
// Returns the maximum bounds of the sampling domain.
// The sampling domain boundaries are used for tiling and computing the maximum possible
// Poisson disk radius for the sampling domain. The default boundaries are between 0 and 1.
public static float2 BoundsMax => boundsMax;
// This is the main method that uses weighted sample elimination for selecting a subset of samples
// with blue noise (Poisson disk) characteristics from a given input sample set (inputPoints).
// The selected samples are copied to outputPoints. The output size must be smaller than the input size.
//
// If the progressive parameter is true, the output sample points are ordered for progressive sampling,
// such that when the samples are introduced one by one in this order, each subset in the sequence
// exhibits blue noise characteristics.
//
// The d_max parameter defines radius within which the weight function is non-zero.
//
// The weight function is the crucial component of weighted sample elimination. It computes the weight
// of a sample point based on the placement of its neighbors within d_max radius. The weight function
// must have the following form:
//
// float weightFunction( float2 p0, float2 p1, float dist2, float dmax )
//
// The arguments p0 and p1 are the two neighboring points, dist2 is the square of the Euclidean distance
// between these two points, and d_max is the current radius for the weight function.
// Note that if the progressive parameter is on, the d_max value sent to the weight function can be
// different than the d_max value passed to this method.
public static void Eliminate (
float2[] inputPoints,
float2[] outputPoints,
Func<float2, float2, float, float, float> weightFunction,
float d_max = 0)
{
if ( d_max < .001f ) d_max = 2 * GetMaxPoissonDiskRadius( outputPoints.Length );
DoEliminate( inputPoints, outputPoints, d_max, weightFunction );
}
public static void Eliminate(
float2[] inputPoints,
float2[] outputPoints,
float d_max = 0,
float alpha = 8,
float beta = 0.65f,
float gamma = 1.5f)
{
if ( d_max < .001f ) d_max = 2 * GetMaxPoissonDiskRadius( outputPoints.Length );
float d_min = d_max * GetWeightLimitFraction( inputPoints.Length, outputPoints.Length, beta, gamma );
Eliminate( inputPoints, outputPoints, (p0, p1, d2, dmax) =>
{
float d = sqrt(d2);
if ( d < d_min ) d = d_min;
return pow( 1f / (d / dmax + .01f), alpha );
}, d_max);
}
public static void Eliminate(
float2[] inputPoints,
float2[] outputPoints,
Func<float2, float> density = null,
float d_max = 0)
{
if ( d_max < .001f ) d_max = 2 * GetMaxPoissonDiskRadius( outputPoints.Length );
Eliminate( inputPoints, outputPoints, (p0, p1, d2, dmax) =>
{
float d = sqrt(d2);
return pow( 1 - (d / dmax), 5 + 6 * saturate((density ?? (v => .5f))((p0 + p1) / 2)) );
}, d_max);
}
public static float2[] GeneratePoints(int count, Func<float2, float> density = null, Func<float2, float> envelope = null, Action<string> progressCallback = null, uint seed = 1337)
{
if (density == null) density = v => .5f;
if (envelope == null) envelope = v => 1;
var random = new Random(seed);
var inputSamples = new float2[count * 8];
var sample = 0;
var accumulator = 0f;
while (sample < inputSamples.Length)
{
var v = random.NextFloat2();
accumulator += pow(saturate(density(v)), 2f) * saturate(envelope(v));
if (accumulator > .5f)
{
accumulator = 0;
inputSamples[sample++] = v;
progressCallback?.Invoke($"Generating Samples: {sample} / {inputSamples.Length}");
}
}
var outputSamples = new float2[count];
progressCallback?.Invoke("Eliminating Samples");
Eliminate(inputSamples, outputSamples, density);
return outputSamples;
}
// Returns the maximum possible Poisson disk radius in the given dimensions for the given sampleCount
// to spread over the given domainSize. If the domainSize argument is zero or negative, it is computed
// as the area or N-dimensional volume of the box defined by the minimum and maximum bounds.
// This method is used for the default weight function.
static float GetMaxPoissonDiskRadius( int sampleCount )
{
var domainSize = boundsMax[0] - boundsMin[0];
domainSize *= domainSize;
float sampleArea = domainSize / sampleCount;
return sqrt( sampleArea / ( 2 * sqrt(3) ) );
}
// This is the method that performs weighted sample elimination.
static void DoEliminate(
float2[] inputPoints,
float2[] outputPoints,
float d_max,
Func<float2, float2, float, float, float> weightFunction
)
{
// Build a k-d tree for samples
var kdtree = new KDTree(inputPoints);
var query = new KDQuery();
var dmax2 = d_max * d_max;
// Assign weights to each sample
float[] weights = new float[inputPoints.Length];
for (int i = 0; i < inputPoints.Length; i++)
{
var p = inputPoints[i];
foreach (var (qi, d2) in query.Radius(kdtree, inputPoints[i], d_max))
{
var p2 = inputPoints[qi];
weights[i] += weightFunction(p, p2, d2, d_max);
}
}
// Build a heap for the samples using their weights
MaxHeap<int> heap = new MaxHeap<int>(inputPoints.Length);
for (int i = 0; i < inputPoints.Length; i++)
heap.PushObj(i, weights[i]);
// While the number of samples is greater than desired
int sampleCount = inputPoints.Length;
while (sampleCount > outputPoints.Length)
{
// Pull the top sample from heap
var i = heap.PopObj();
var p = inputPoints[i];
// For each sample around it, remove its weight contribution and update the heap
foreach (var (qi, d2) in query.Radius(kdtree, p, d_max))
{
var p2 = inputPoints[qi];
weights[qi] -= weightFunction(p, p2, d2, d_max);
heap.SetValue(qi, weights[qi]);
}
sampleCount--;
}
var outputIndex = 0;
foreach (var i in heap.FlushResult())
{
outputPoints[outputIndex++] = inputPoints[i];
}
}
// Returns the minimum radius fraction used by the default weight function.
static float GetWeightLimitFraction( int inputSize, int outputSize, float beta, float gamma )
{
float ratio = (float) outputSize / inputSize;
return ( 1 - pow( ratio, gamma ) ) * beta;
}
}