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diff --git a/src/3rdparty/resonance-audio/resonance_audio/geometrical_acoustics/path_tracer.cc b/src/3rdparty/resonance-audio/resonance_audio/geometrical_acoustics/path_tracer.cc
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+++ b/src/3rdparty/resonance-audio/resonance_audio/geometrical_acoustics/path_tracer.cc
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+/*
+Copyright 2018 Google Inc. All Rights Reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS-IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+*/
+
+#include "geometrical_acoustics/path_tracer.h"
+
+#include <cmath>
+
+#include "base/logging.h"
+#include "geometrical_acoustics/parallel_for.h"
+#include "geometrical_acoustics/reflection_kernel.h"
+
+namespace vraudio {
+
+std::vector<Path> PathTracer::TracePaths(const AcousticSource& source,
+ size_t min_num_rays, size_t max_depth,
+ float energy_threshold) {
+ // The tracing would not work if the scene is not committed.
+ CHECK(scene_manager_.is_scene_committed());
+
+ // Find the actual number of rays to trace as the next square number greater
+ // or equal to |min_num_rays|.
+ const size_t sqrt_num_rays = static_cast<size_t>(
+ std::ceil(std::sqrt(static_cast<float>(min_num_rays))));
+ const size_t num_rays = sqrt_num_rays * sqrt_num_rays;
+
+ // In the current implementation, one ray does not spawn more than one child
+ // ray, hence the number of paths is the same as the number of rays from the
+ // source.
+ std::vector<Path> paths(num_rays);
+ std::vector<AcousticRay> rays_from_source =
+ source.GenerateStratifiedRays(num_rays, sqrt_num_rays);
+ const unsigned int num_threads = GetNumberOfHardwareThreads();
+ ParallelFor(
+ num_threads, num_rays,
+ [&rays_from_source, &paths, this, max_depth,
+ energy_threshold](size_t ray_index) {
+ if (max_depth == 0) return;
+ Path& path = paths.at(ray_index);
+
+ // Pre-allocate memory space for better performance.
+ path.rays.reserve(max_depth);
+
+ path.rays.push_back(rays_from_source[ray_index]);
+ size_t depth = 0;
+ while (true) {
+ AcousticRay& current_ray = path.rays.back();
+
+ // Stop generating new rays if the current ray escapes.
+ if (!current_ray.Intersect(scene_manager_.scene())) {
+ break;
+ }
+
+ // Stop generating new rays if |depth| reaches |max_depth|.
+ ++depth;
+ if (depth >= max_depth) {
+ break;
+ }
+
+ // Handle interactions with scene geometries.
+ const ReflectionKernel& reflection =
+ scene_manager_.GetAssociatedReflectionKernel(
+ current_ray.intersected_primitive_id());
+ AcousticRay new_ray = reflection.Reflect(current_ray);
+
+ // Stop tracing if all energies in all frequency bands of the new ray
+ // are too low in energy.
+ bool is_energy_high_enough = false;
+ for (const float energy : new_ray.energies()) {
+ if (energy >= energy_threshold) {
+ is_energy_high_enough = true;
+ break;
+ }
+ }
+ if (!is_energy_high_enough) {
+ break;
+ }
+ path.rays.push_back(new_ray);
+ }
+ });
+ return paths;
+}
+
+} // namespace vraudio