Gazebo Rendering

API Reference

8.2.1
GlobalIlluminationCiVct Class Referenceabstract

Implements Global Illumination using CIVCT (Cascaded Image Voxel Cone Tracing) More...

#include <GlobalIlluminationCiVct.hh>

Public Types

enum  DebugVisualizationMode {
  DVM_Albedo , DVM_Normal , DVM_Emissive , DVM_Lighting ,
  DVM_None
}
 Debug visualization modes for GlobalIlluminationCiVct::SetDebugVisualization. More...
 
- Public Types inherited from GlobalIlluminationBase
enum  ParticipatingVisualsFlags { DYNAMIC_VISUALS = 1u << 0u , STATIC_VISUALS = 1u << 1u }
 Bitmask of which objects are considered by GI bounces. Note that all objects can receive indirect illumination. More...
 

Public Member Functions

 GlobalIlluminationCiVct ()
 Constructor. More...
 
virtual ~GlobalIlluminationCiVct ()
 Destructor. More...
 
virtual CiVctCascadePtr AddCascade (const CiVctCascade *_ref)=0
 Adds a new cascade. More...
 
virtual bool Anisotropic () const =0
 Whether anisotropic setting is on. More...
 
virtual void AutoCalculateStepSizes (const gz::math::Vector3d &_stepSize)=0
 Alters each cascade's step size. The last cascade is set to stepSize. The rest of the cascades are set to step sizes that are >= stepSize automatically. Should be called after adding all cascades. More...
 
virtual void Bind (const CameraPtr &_camera)=0
 CIVCT relies on having multiple cascades around a central position, typically a camera. This function binds a camera for us to monitor and will act as the center of those cascades. More...
 
virtual bool ConsistentCascadeSteps () const =0
 Retrieve current setting. See SetConsistentCascadeSteps. More...
 
virtual DebugVisualizationMode DebugVisualization () const =0
 Returns current visualization mode. More...
 
virtual bool HighQuality () const =0
 Whether we're using 6 (true) or 4 (false) cones. More...
 
virtual void LightingChanged ()=0
 Called by Scene when lighting changes so that GI can be updated. More...
 
virtual void NewSettings (uint32_t _bounceCount, bool _anisotropic)=0
 Sets new settings after having called Init. More...
 
virtual void PopCascade ()=0
 Removes the last added cascade. More...
 
virtual void Reset ()=0
 Disables this GI and undoes the internal work performed by Start(). This makes it possible to edit cascades again. More...
 
virtual void SetConsistentCascadeSteps (bool _consistentCascadeSteps)=0
 Selects how we determine when we need to (partially) rebuild the voxels based on camera movement. More...
 
virtual void SetDebugVisualization (DebugVisualizationMode _dvm)=0
 Draws the voxels on screen for inspection and understand what is going on with GI. You should be looking at a minecraft-like world. More...
 
virtual void SetHighQuality (bool _highQuality)=0
 True for high quality (slower). VRAM consumption stays the same. Ogre2 will use 6 cones instead of 4. More...
 
virtual void SetMaxCascades (const uint32_t _maxCascades)=0
 Tells how many times AddCascade will be called. You can call it fewer times (i.e. some kb of RAM will be wasted) but not more. More...
 
virtual void Start (uint32_t _bounceCount, bool _anisotropic)=0
 Call this function after adding all cascades. You can no longer add cascades after this. More...
 
virtual bool Started () const =0
 Returns true if Start() has already been called. Will return false again if Reset() is called. More...
 
- Public Member Functions inherited from GlobalIlluminationBase
 GlobalIlluminationBase ()
 Constructor. More...
 
virtual ~GlobalIlluminationBase ()
 Destructor. More...
 
virtual uint32_t BounceCount () const =0
 Get number of bounces. More...
 
virtual void Build ()=0
 Build the internal structures required for producing GI This function may take significant time. More...
 
virtual bool Enabled () const =0
 Returns true if this GI configuration is currently enabled. More...
 
virtual uint32_t ParticipatingVisuals () const =0
 Visuals that can bounce GI. More...
 
virtual void SetBounceCount (uint32_t _bounceCount)=0
 Set the number of GI bounces. Very high number can cause a large performance impact. More...
 
virtual void SetParticipatingVisuals (uint32_t _mask)=0
 Set which visuals can bounce GI. More...
 
virtual void UpdateCamera ()=0
 Called by Scene on an active GlobalIlluminationBase whenever first rendering happens for a new frame. This implies Build has been called already. More...
 
virtual void UpdateLighting ()=0
 Called by Scene on an active GlobalIlluminationBase whenever lighting changes. This implies Build has been called already. More...
 

Additional Inherited Members

- Protected Member Functions inherited from GlobalIlluminationBase
virtual void Destroy ()=0
 Destroy the class. More...
 
virtual void Init ()=0
 Initialize the class. More...
 
virtual void SetEnabled (bool _enabled)=0
 Sets this GI solution as enabled. More...
 

Detailed Description

Implements Global Illumination using CIVCT (Cascaded Image Voxel Cone Tracing)

gz/rendering/GlobalIlluminationCiVct.hh

Member Enumeration Documentation

◆ DebugVisualizationMode

Debug visualization modes for GlobalIlluminationCiVct::SetDebugVisualization.

Enumerator
DVM_Albedo 

Debug voxelized Albedo.

DVM_Normal 

Debug voxelized Normals.

DVM_Emissive 

Debug voxelized Emissive materials.

DVM_Lighting 

Debug VCT result (i.e. what's used by GI)

DVM_None 

Disable debugging.

Constructor & Destructor Documentation

◆ GlobalIlluminationCiVct()

Constructor.

◆ ~GlobalIlluminationCiVct()

virtual ~GlobalIlluminationCiVct ( )
virtual

Destructor.

Member Function Documentation

◆ AddCascade()

virtual CiVctCascadePtr AddCascade ( const CiVctCascade _ref)
pure virtual

Adds a new cascade.

Remarks
Cannot be called anymore after Start() has been called
Parameters
[in]_refCan be nullptr. If you already have a cascade, we will clone its settings.
Returns
New Cascade to control its settings.

Implemented in Ogre2GlobalIlluminationCiVct.

◆ Anisotropic()

virtual bool Anisotropic ( ) const
pure virtual

Whether anisotropic setting is on.

Returns
Anisotropy setting

Implemented in Ogre2GlobalIlluminationCiVct.

◆ AutoCalculateStepSizes()

virtual void AutoCalculateStepSizes ( const gz::math::Vector3d _stepSize)
pure virtual

Alters each cascade's step size. The last cascade is set to stepSize. The rest of the cascades are set to step sizes that are >= stepSize automatically. Should be called after adding all cascades.

Parameters
[in]_stepSizeSee CiVctCascade::SetCameraStepSize

Implemented in Ogre2GlobalIlluminationCiVct.

◆ Bind()

virtual void Bind ( const CameraPtr _camera)
pure virtual

CIVCT relies on having multiple cascades around a central position, typically a camera. This function binds a camera for us to monitor and will act as the center of those cascades.

Remarks
If no camera is bound, the active camera will be used, which can cause performance problems if multiple sensors are present
Parameters
[in]_cameraCamera to bind. Nullptr to unbind.

Implemented in Ogre2GlobalIlluminationCiVct.

◆ ConsistentCascadeSteps()

virtual bool ConsistentCascadeSteps ( ) const
pure virtual

Retrieve current setting. See SetConsistentCascadeSteps.

Returns
True if the feature is enabled

Implemented in Ogre2GlobalIlluminationCiVct.

◆ DebugVisualization()

virtual DebugVisualizationMode DebugVisualization ( ) const
pure virtual

Returns current visualization mode.

Returns
Visualization mode

Implemented in Ogre2GlobalIlluminationCiVct.

◆ HighQuality()

virtual bool HighQuality ( ) const
pure virtual

Whether we're using 6 (true) or 4 (false) cones.

Returns
High Quality setting

Implemented in Ogre2GlobalIlluminationCiVct.

◆ LightingChanged()

virtual void LightingChanged ( )
pure virtual

Called by Scene when lighting changes so that GI can be updated.

Implemented in Ogre2GlobalIlluminationCiVct.

◆ NewSettings()

virtual void NewSettings ( uint32_t  _bounceCount,
bool  _anisotropic 
)
pure virtual

Sets new settings after having called Init.

Parameters
[in]_bounceCountSee Start
[in]_anisotropicSee Start

Implemented in Ogre2GlobalIlluminationCiVct.

◆ PopCascade()

virtual void PopCascade ( )
pure virtual

Removes the last added cascade.

Remarks
Do NOT try to call any of the functions of the CiVctCascadePtr returned by AddCascade after this call.
Cannot be called anymore after Start() has been called

Implemented in Ogre2GlobalIlluminationCiVct.

◆ Reset()

virtual void Reset ( )
pure virtual

Disables this GI and undoes the internal work performed by Start(). This makes it possible to edit cascades again.

Implemented in Ogre2GlobalIlluminationCiVct.

◆ SetConsistentCascadeSteps()

virtual void SetConsistentCascadeSteps ( bool  _consistentCascadeSteps)
pure virtual

Selects how we determine when we need to (partially) rebuild the voxels based on camera movement.

Remarks
If camera movement is deterministic, output is always deterministic regardless of this setting
Parameters
[in]_consistentCascadeStepsTrue: Results can feel very determnistic because it is predictable.

Camera position is quantized in voxelCellSize * cascade.cameraStepSize. This means the camera position is in a 'cell' or 'grid'.

When the camera position moves onto another grid, we partially revoxelize results.

Advantage: A camera at pos XYZ will always have the same results

Disadvantage: if the camera jumps back and forth between voxels, revoxelizations will trigger frequently causing obvious frequent jumps in brightness

False: Revoxelization happens after the camera has travelled cascade.cameraStepSize cells away from the last point of voxelization.

Advantage: Infrequent revoxelizations. If camera movement is restricted around the last voxelization point, we will never revoxelize.

Disadvantage: Taking a picture at pos XYZ, then going away, and taking another picture at same pos XYZ may not result in the same brightness / image; which can make it feel unpredictable or non-deterministic. This can be workarounded by temporarily setting SetConsistentCascadeSteps(true) then back false after taking the picture

Implemented in Ogre2GlobalIlluminationCiVct.

◆ SetDebugVisualization()

virtual void SetDebugVisualization ( DebugVisualizationMode  _dvm)
pure virtual

Draws the voxels on screen for inspection and understand what is going on with GI. You should be looking at a minecraft-like world.

Parameters
[in]_dvmWhat component to visualize

Implemented in Ogre2GlobalIlluminationCiVct.

◆ SetHighQuality()

virtual void SetHighQuality ( bool  _highQuality)
pure virtual

True for high quality (slower). VRAM consumption stays the same. Ogre2 will use 6 cones instead of 4.

Parameters
[in]_highQualityQuality setting

Implemented in Ogre2GlobalIlluminationCiVct.

◆ SetMaxCascades()

virtual void SetMaxCascades ( const uint32_t  _maxCascades)
pure virtual

Tells how many times AddCascade will be called. You can call it fewer times (i.e. some kb of RAM will be wasted) but not more.

Remarks
You can't call this function after adding cascades The semantics are similar to std::vector::reserve
Parameters
[in]_maxCascadesNumber of times AddCascade will be called

Implemented in Ogre2GlobalIlluminationCiVct.

◆ Start()

virtual void Start ( uint32_t  _bounceCount,
bool  _anisotropic 
)
pure virtual

Call this function after adding all cascades. You can no longer add cascades after this.

Parameters
[in]_bounceCountNumber of bounces for cascade 0. The rest of the cascades are autocalculated to maintain even brightness levels.

Range is [0; inf) but a value of 0 is strongly discouraged if you have more than 1 cascade as you can end up with very uneven brightness levels between cascades For more info see Ogre's VctLighting::update

Parameters
[in]_anisotropicWhether we should use anisotropic VCT (higher quality, but consumes more VRAM). See GlobalIlluminationVct::SetAnisotropic

Implemented in Ogre2GlobalIlluminationCiVct.

◆ Started()

virtual bool Started ( ) const
pure virtual

Returns true if Start() has already been called. Will return false again if Reset() is called.

Returns
true if Start() has already been called

Implemented in Ogre2GlobalIlluminationCiVct.


The documentation for this class was generated from the following file: