Stripping out paging from SimpleVolume.

This commit is contained in:
David Williams
2011-04-29 22:16:46 +01:00
parent afbf49f626
commit bc9f1e8ac5
2 changed files with 3 additions and 326 deletions

View File

@ -36,110 +36,6 @@ freely, subject to the following restrictions:
namespace PolyVox
{
///The SimpleVolume class provides a memory efficient method of storing voxel data while also allowing fast access and modification.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// A SimpleVolume is essentially a 3D array in which each element (or <i>voxel</i>) is identified by a three dimensional (x,y,z) coordinate.
/// We use the SimpleVolume class to store our data in an efficient way, and it is the input to many of the algorithms (such as the surface
/// extractors) which form the heart of PolyVox. The SimpleVolume class is templatised so that different types of data can be stored within each voxel.
///
/// <b> Basic usage</b>
/// The following code snippet shows how to construct a volume and demonstrates basic usage:
///
/// \code
/// SimpleVolume<Material8> volume(Region(Vector3DInt32(0,0,0), Vector3DInt32(63,127,255)));
/// volume.setVoxelAt(15, 90, 42, Material8(5));
/// std::cout << "Voxel at (15, 90, 42) has value: " << volume.getVoxelAt(15, 90, 42).getMaterial() << std::endl;
/// std::cout << "Width = " << volume.getWidth() << ", Height = " << volume.getHeight() << ", Depth = " << volume.getDepth() << std::endl;
/// \endcode
///
/// In this particular example each voxel in the SimpleVolume is of type 'Material8', as specified by the template parameter. This is one of several
/// predefined voxel types, and it is also possible to define your own. The Material8 type simply holds an integer value where zero represents
/// empty space and any other value represents a solid material.
///
/// The SimpleVolume constructor takes a Region as a parameter. This specifies the valid range of voxels which can be held in the volume, so in this
/// particular case the valid voxel positions are (0,0,0) to (63, 127, 255). Attempts to access voxels outside this range will result is accessing the
/// border value (see getBorderValue() and setBorderValue()). PolyVox also has support for near infinite volumes which will be discussed later.
///
/// Access to individual voxels is provided via the setVoxelAt() and getVoxelAt() member functions. Advanced users may also be interested in
/// the Sampler class for faster read-only access to a large number of voxels.
///
/// Lastly the example prints out some properties of the SimpleVolume. Note that the dimentsions getWidth(), getHeight(), and getDepth() are inclusive, such
/// that the width is 64 when the range of valid x coordinates goes from 0 to 63.
///
/// <b>Data Representaion</b>
/// If stored carelessly, volume data can take up a huge amount of memory. For example, a volume of dimensions 1024x1024x1024 with
/// 1 byte per voxel will require 1GB of memory if stored in an uncompressed form. Natuarally our SimpleVolume class is much more efficient
/// than this and it is worth understanding (at least at a high level) the approach which is used.
///
/// Essentially, the SimpleVolume class stores its data as a collection of blocks. Each of these block is much smaller than the whole volume,
/// for example a typical size might be 32x32x32 voxels (though is is configurable by the user). In this case, a 256x512x1024 volume
/// would contain 8x16x32 = 4096 blocks. The data for each block is stored in a compressed form, which uses only a small amout of
/// memory but it is hard to modify the data. Therefore, before any given voxel can be modified, its corresponding block must be uncompressed.
///
/// The compression and decompression of block is a relatively slow process and so we aim to do this as rarely as possible. In order
/// to achive this, the volume class stores a cache of recently used blocks and their associated uncompressed data. Each time a voxel
/// is touched a timestamp is updated on the corresponding block. When the cache becomes full the block with the oldest timestamp is
/// recompressed and moved out of the cache.
///
/// <b>Achieving high compression rates</b>
/// The compression rates which can be achieved can vary significantly depending the nature of the data you are storing, but you can
/// encourage high compression rates by making your data as homogenous as possible. If you are simply storing a material with each
/// voxel then this will probably happen naturally. Games such as Minecraft which use this approach will typically involve large areas
/// of the same material which will compress down well.
///
/// However, if you are storing density values then you may want to take some care. The advantage of storing smoothly changing values
/// is that you can get smooth surfaces extracted, but storing smoothly changing values inside or outside objects (rather than just
/// on the boundary) does not benefit the surface and is very hard to compress effectively. You may wish to apply some thresholding to
/// your density values to reduce this problem (this threasholding should only be applied to voxels who don't contribute to the surface).
///
/// <b>Paging large volumes</b>
/// The compression scheme described previously will typically allow you to load several billion voxels into a few hundred megabytes of memory,
/// though as explained the exact compression rate is highly dependant on your data. If you have more data than this then PolyVox provides a
/// mechanism by which parts of the volume can be paged out of memory by calling user supplied callback functions. This mechanism allows a
/// potentially unlimited amount of data to be loaded, provided the user is able to take responsibility for storing any data which PolyVox
/// cannot fit in memory, and then returning it back to PolyVox on demand. For example, the user might choose to temporarily store this data
/// on disk or stream it to a remote database.
///
/// You can construct such a SimpleVolume as follows:
///
/// \code
/// void myDataRequiredHandler(const ConstVolumeProxy<MaterialDensityPair44>& volume, const PolyVox::Region& reg)
/// {
/// //This function is being called because part of the data is missing from memory and needs to be supplied. The parameter
/// //'volume' provides access to the volume data, and the parameter 'reg' indicates which region of the volume you need fill.
/// }
///
/// void myDataOverflowHandler(const ConstVolumeProxy<MaterialDensityPair44>& vol, const PolyVox::Region& reg)
/// {
/// //This function is being called because part of the data is about to be removed from memory. The parameter 'volume'
/// //provides access to the volume data, and the parameter 'reg' indicates which region of the volume you need to store.
/// }
///
/// SimpleVolume<Density>volData(&myDataRequiredHandler, &myDataOverflowHandler);
/// \endcode
///
/// Essentially you are providing an extension to the SimpleVolume class - a way for data to be stored once PolyVox has run out of memory for it. Note
/// that you don't actually have to do anything with the data - you could simply decide that once it gets removed from memory it doesn't matter
/// anymore. But you still need to be ready to then provide something to PolyVox (even if it's just default data) in the event that it is requested.
///
/// <b>Cache-aware traversal</b>
/// You might be suprised at just how many cache misses can occur when you traverse the volume in a naive manner. Consider a 1024x1024x1024 volume
/// with blocks of size 32x32x32. And imagine you iterate over this volume with a simple three-level for loop which iterates over x, the y, then z.
/// If you start at position (0,0,0) then ny the time you reach position (1023,0,0) you have touched 1024 voxels along one edge of the volume and
/// have pulled 32 blocks into the cache. By the time you reach (1023,1023,0) you have hit 1024x1024 voxels and pulled 32x32 blocks into the cache.
/// You are now ready to touch voxel (0,0,1) which is right nect to where you started, but unless your cache is at least 32x32 blocks large then this
/// initial block has already been cleared from the cache.
///
/// Ensuring you have a large enough cache size can obviously help the above situation, but you might also consider iterating over the voxels in a
/// different order. For example, if you replace your three-level loop with a six-level loop then you can first process all the voxels between (0,0,0)
/// and (31,31,31), then process all the voxels between (32,0,0) and (63,0,0), and so forth. Using this approach you will have no cache misses even
/// is your cache sise is only one. Of course the logic is more complex, but writing code in such a cache-aware manner may be beneficial in some situations.
///
/// <b>Threading</b>
/// The SimpleVolume class does not make any guarentees about thread safety. You should ensure that all accesses are performed from the same thread.
/// This is true even if you are only reading data from the volume, as concurrently reading from different threads can invalidate the contents
/// of the block cache (amoung other problems).
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
template <typename VoxelType>
class SimpleVolume
{
@ -230,21 +126,11 @@ namespace PolyVox
uint32_t timestamp;
};
public:
/// Constructor for creating a very large paging volume.
SimpleVolume
(
polyvox_function<void(const ConstVolumeProxy<VoxelType>&, const Region&)> dataRequiredHandler,
polyvox_function<void(const ConstVolumeProxy<VoxelType>&, const Region&)> dataOverflowHandler,
uint16_t uBlockSideLength = 32
);
public:
/// Constructor for creating a fixed size volume.
SimpleVolume
(
const Region& regValid,
polyvox_function<void(const ConstVolumeProxy<VoxelType>&, const Region&)> dataRequiredHandler = 0,
polyvox_function<void(const ConstVolumeProxy<VoxelType>&, const Region&)> dataOverflowHandler = 0,
bool bPagingEnabled = false,
uint16_t uBlockSideLength = 32
);
/// Deprecated constructor - do not use.
@ -280,20 +166,12 @@ namespace PolyVox
void setCompressionEnabled(bool bCompressionEnabled);
/// Sets the number of blocks for which uncompressed data is stored
void setMaxNumberOfUncompressedBlocks(uint16_t uMaxNumberOfUncompressedBlocks);
/// Sets the number of blocks which can be in memory before the paging system starts unloading them
void setMaxNumberOfBlocksInMemory(uint16_t uMaxNumberOfBlocksInMemory);
/// Sets the value used for voxels which are outside the volume
void setBorderValue(const VoxelType& tBorder);
/// Sets the voxel at the position given by <tt>x,y,z</tt> coordinates
bool setVoxelAt(int32_t uXPos, int32_t uYPos, int32_t uZPos, VoxelType tValue);
/// Sets the voxel at the position given by a 3D vector
bool setVoxelAt(const Vector3DInt32& v3dPos, VoxelType tValue);
/// Tries to ensure that the voxels within the specified Region are loaded into memory.
void prefetch(Region regPrefetch);
/// Ensures that any voxels within the specified Region are removed from memory.
void flush(Region regFlush);
/// Removes all voxels from memory
void flushAll();
/// Empties the cache of uncompressed blocks
void clearBlockCache(void);
@ -333,7 +211,6 @@ private:
mutable Vector3DInt32 m_v3dLastAccessedBlockPos;
mutable Block<VoxelType>* m_pLastAccessedBlock;
uint32_t m_uMaxNumberOfUncompressedBlocks;
uint32_t m_uMaxNumberOfBlocksInMemory;
//We don't store an actual Block for the border, just the uncompressed data. This is partly because the border
//block does not have a position (so can't be passed to getUncompressedBlock()) and partly because there's a
@ -355,7 +232,6 @@ private:
float m_fDiagonalLength;
bool m_bCompressionEnabled;
bool m_bPagingEnabled;
};
}