Parallel noise processing
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5 changed files with 43 additions and 13 deletions
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@ -2,9 +2,15 @@
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#include <iostream>
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#include <algorithm>
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#include <set>
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#include <thread>
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#include "worleynoise.h"
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#include "common/vector3d.h"
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void WorleyNoise::runWorleyNoiseInThread(int xOffset, int xSize, WorleyNoise *noise)
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{
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noise->renderNoiseThread(xOffset, xSize);
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}
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void WorleyNoise::generateNoise()
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{
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auto start = std::chrono::high_resolution_clock::now();
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@ -36,17 +42,21 @@ void WorleyNoise::generateNoise()
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noiseMap.clear();
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noiseMap.resize(size * size * size);
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for (int x = 0; x < size; x++)
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int const nThreads = (int) std::thread::hardware_concurrency() - 1;
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int threadSize = std::floor((float) size / (float) nThreads);
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int remaining = size - nThreads * threadSize;
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std::vector<std::thread> threads;
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for (int n = 0; n < nThreads; n++)
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{
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for (int y = 0; y < size; y++)
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{
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for (int z = 0; z < size; z++)
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{
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Vector3d point = Vector3d(x, y, z);
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point /= (float) size;
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setNoise(x, y, z, distanceToClosestPoint(point));
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}
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}
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threads.emplace_back(runWorleyNoiseInThread, n * threadSize, threadSize, this);
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}
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renderNoiseThread(nThreads * threadSize, remaining);
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// Rejoin the threads
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for (int t = 0; t < nThreads; ++t)
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{
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threads[t].join();
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}
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// Normalize getNoise map to [0, 1]
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@ -66,6 +76,22 @@ void WorleyNoise::generateNoise()
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<< duration.count() << " seconds" << std::endl;
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}
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void WorleyNoise::renderNoiseThread(int xOffset, int xSize)
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{
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for (int x = 0; x < xSize; x++)
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{
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for (int y = 0; y < size; y++)
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{
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for (int z = 0; z < size; z++)
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{
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Vector3d point = Vector3d(x, y, z);
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point /= (float) size;
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setNoise(xOffset + x, y, z, distanceToClosestPoint(point));
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}
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}
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}
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}
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WorleyNoise::WorleyNoise(int size, int numberOfPoints, unsigned int seed) : numberOfPoints(numberOfPoints), Noise(size)
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{
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// Init random
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@ -18,6 +18,8 @@ public:
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*/
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WorleyNoise(int size, int numberOfPoints, unsigned int seed = 0);
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void renderNoiseThread(int xOffset, int xSize);
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protected:
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int numberOfPoints;
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std::vector<Vector3d> points; // 3D-Array, each cell represents a subcell. There are numberOfPoints^3 subcells.
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@ -32,6 +34,8 @@ protected:
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void generateNoise();
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std::vector<Vector3d> getSubcellPoints(Vector3d point);
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static void runWorleyNoiseInThread(int xOffset, int xSize, WorleyNoise *noise);
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};
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@ -72,7 +72,7 @@ int main()
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// Render the scene
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SuperRenderer sr;
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sr.setSuperSamplingFactor(1);
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sr.renderImage(scene, camera, 512, 512).save("result.png");
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sr.renderImage(scene, camera, 256, 256).save("result.png");
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return 0;
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}
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@ -69,7 +69,7 @@ bool CloudShader::isTransparent() const
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}
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CloudShader::CloudShader(const CloudSettings &settings) : settings(settings),
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cloudNoise(CloudNoise(NOISE_SIZE, settings.seed))
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cloudNoise(CloudNoise(settings.noiseSize, settings.seed))
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{
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cloudNoise.invert = true;
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}
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@ -7,11 +7,11 @@
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#include "primitive/primitive.h"
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#include "common/noise/worleynoise.h"
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int const NOISE_SIZE = 64;
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float const TRANSMITTANCE_BREAK = 0.0001f; // If transmittance goes below this limit, the cloud is considered opaque
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struct CloudSettings
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{
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int noiseSize = 256; // 64
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unsigned int seed = 0; // 0 for random seed
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float densitySteps = .2f; // .2f
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float scale = 30; // 30
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