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miniScene

miniScene is a mini-app like scene graph with binary reader/writer, which was mainly developed as an easy way of reading various highly instanced models (like Disney's Moana, or the PBRT landscape) for doing some ray tracing research on.

QuickStart (for the most likely use case)

MiniScene has a simple material model, one level of instances, and objects with one or more triangle meshes. Comes with several importers/converters, but can be built with only minimal dependencies. Though the miniScene project also comes with various different tools for importing or manipulating model files, the typical way you probably want to use it is as follows:

a) as a cmake submodule to your own project (this will build a libmini.a, and a miniScene target that you can then link to. In particular, in this importer-only mode it will have very little dependencies.

add_subdirectory(submodules/miniScene EXCLUDE_FROM_ALL)

b) in your app's CUDA or C++ code, as a binary reader (or writer) for binary .mini-files (e.g., using a mini-verison of Moana from here.

#include <miniScene/Scene.h>

...

mini::Scene scene = Scene::load(fileName);
for (auto inst : scene->instances)
    doSomeThingWith(inst->xfm, inst->object);
...

Two models you probably want to play with are here:

Overview of a mini::Scene Hierarchy

Each mini-scene has its geometry content organized in three "layers": at the innermost layer are triangle meshes (mini::Mesh), that have the usual entities like vertices (as a std::vector<vec3f>), vertex normals, and texture coordinates; each mesh also has a mini::Material that uses a simple material model and supports both color and alpha textures

Meshes get grouped into logical mini::Objects, with each object being a std::vector of one or more meshes. Objects can then get instantiated using mini::Instances, with each instance consisting of a reference to an object, plus an affine transform.

Finally, a mini::Scene consists of a list of such instances, plus some "global" stuff like list of point or quad light sources, env map, etc.

All entities in miniScene are references through std::shared_pointers, commonly using the shortcut of Somthing::SP for the longer-form std::shared_ptr<Something> (e.g., a Scene::SP is a shared-pointer pointing to a mini::Scene object). All data in miniScene (except for "bulk" data like texels in a texture, or vertex arrays in meshes) are referenced through such shared-pointers, typicaly organized in std::vectors, which makes it very easy to eventually process such a mini::Scene using STL mechanisms.

E.g., printing a list of all instances:

for (auto inst : scene->instances)
    std::cout << "instance w/ transform " << inst->transform 
          << " and " << inst->object->meshes.size() << " meshes" 
	  << std::endl;

Or, creating a list of all "unique" objects and materials used in the model:

std::set<Object::SP> allObjects;
for (auto inst : scene->instances)
   allObjects.insert(inst->object);
std::set<Material::SP> allMaterials;
for (auto obj : allObjects)
   for (auto mesh : obj->meshes)
      allMeshes.insert(mesh->material);

A good way of getting an idea of how to use miniScene - to load, iterate over, or modify mini::Scene objects - is to look at the various cmdline tools in the apps/ folder; probably starting with the miniInfo tool that collects and prints some basic info on a mini scene file.

Various miniScene use Cases

MiniScene is primarily a library for easly loading .mini-formatted models into renderers; but it also comes with various tools and importers. The main 'scene' library and .mini-reader intentionally come with very few dependencies, and can also be built stand-alone without any additional dependencies, without a CUDA install, etc. However, miniScene also comes with a set of cmdline-tools to import from other formats, in which case miniScene requires to be cloned and built with various submodules. The following describes some of the key usage scenarios:

I only want to load .mini models, and am not using OWL, do not have CUDA, etc.

Use miniScene as a submodule (say, add it to <projectRoot>/submodules/miniScene), then use in your CMake scripts as

add_subdirectory(submodules/miniScene EXCLUDE_FROM_ALL)

... then link your library or executables to miniScene. In your C++ files simply do mini::Scene::SP scene = mini::Scene::load(...), and done. You do not need CUDA, nor OWL, nor do you need to recursively clone any of the miniScene submodules.

I want to load .mini models into my renderer, which also uses OWL

If your renderer also uses OWL, then miniScene can simple "re-use" the OWL module that your renderer already uses. To do this: Make sure your renderer uses both OWL and miniScene as submodules, then in your cmake scripts include the OWL submodules first, and the miniScene submodule after the OWL one:

# include OWL *first*:
add_subdirectory(submodules/OWL EXCLUDE_FROM_ALL) 
# include miniScene *after* OWL so it can pick up the target
add_subdirectory(submodules/miniScene EXCLUDE_FROM_ALL) 

Now if you build your renderer the miniScene::Scene's you load will automatically use the same owl::vec3f classes as OWL will.

I want to build all of miniScene, including the simple OWL debug viewer

To run the viewer you need to build miniScene with OWL support. You need to clone miniScene with submodules (git clone --recursive https://...). Then build the project, done.

This uses OWL, so you need to have CUDA and OptiX installed on your machine (as described in the README.md that comes with OWL).

I want to build all of miniScene including advanced importers

To build the importers that can read the Moana PBRT model with PTex textures etc, you need to clone with submodules (see previous subsection); then in the cmake dialog enable the MINI_BUILD_ADVANCED_IMPORTERS flag (or configure with mkdir build; cd build; cmake .. -DMINI_BUILD_ADVANCED_IMPORTERS=ON)

Importing Scenes - Examples

"Importing" for this library means that there's a tool(-chain) involved in converting from another scene/model format to our mini format.

Some common/useful examples:

PBRT v3 landscape model

This uses the pbrtParser submodule to first convert from .pbrt to that pbrtParser's pre-parsed binary-pbrt .pbf format, then converts from that to mini:

	./pbrt2pdf -o /tmp/landscape.pbf ~/models/pbrt-v3-scenes/landscape/view-0.pbrt
	./pbf2mini -o landscape.mini /tmp/landscape.pbf -t ~/models/pbrt-v3-scenes/landscape
	./miniInfo landscape.mini
  • Make sure to pass the -t <texturepath> during the pbf2mini conversion; pbf only stores the relative filename, and without that textutes cannot be included.

After that you should see this

#miniInfo: scene loaded.
----
num instances		:   30.03K	(30035)
num objects		:   29
----
num *unique* meshes	:   370
num *unique* triangles	:   27.78M	(27783147)
num *unique* vertices	:   24.56M	(24558785)
----
num *actual* meshes	:   407.69K	(407691)
num *actual* triangles	:   4.35G	(4349699001)
num *actual* vertices	:   3.25G	(3253912887)
----
num textures		:   156
 - num *ptex* textures	:   0
 - num *image* textures	:   157
total size of textures	:   498.06M	(498064452)
 - #bytes in ptex	:   0
 - #byte in texels	:   498.06M	(498064452)
num materials		:   369
num quad lights		:   0
num dir lights		:   1
has env-map light?	: yes, with 512x256 texels

Moana Island, including baking of PTex Textures

One of the reasons I developed this library was that I needed to be able to parse certain PBRT-formated files --- in particular, the PBRT landscape and Disney island (aka Moana) model --- into my own renderers. In particular for island, that also required deadling with the PTex textures that the model comes with, but which aren't easily supported on GPUs. To handle those, this library contains a ptex 'baking' tool that bakes these textures into a texture (a texture atlas, to be exact) such that every patch in the input mesh gets NxN bilinearly interpolated texels assigned to it (with N being a cmdline argumnet).

To do this conversion and baking step:

  • first, download moana, using the base and PBRT packages, as well as textures

  • second, convert island.pbrt to pbf using the pbrt2pbf tool that comes with this library. This is a "binary" version of that model in the pbrtParser format (but still contains many unparsed things like ptx texture names as plain filenames)

./pbrt2pbf ~/models/island/pbrt/mountains.pbrt -o /tmp/mountain.pbf
  • third, convert the file to 'mini', with embedding (but not yet baked ptex). In this version of the model all the ptex binary data is directly embedded in the mini file, but still in ptex format
./pbf2mini /tmp/mountain.pbf -o /tmp/mountain-embedded.mini -t ~/models/island/textures/
  • finally, use the mini ptex baking tool to bake the ptex into regular NxN per patch textures. This assumes that the meshes with ptex on them actually use two triangles per quad - as is the case for the disney island model, but maybe not for all ptex based models. This baking step will bake the ptex into regular textures, and add appropriate texture coordinates to the triangle mesh(es) that use those textures. Note this will increase the size of the model since the vertices with baked texture atlas coordinates will no longer be sharable across neighboring triangles.
./miniBakePtex /tmp/mountain-embedded.mini --res 16 -o mountain.mini

This final mountain.mini file should be a model that contains only triangle meshes with 'plain' textures on them. E.g.:

 wald@vk:~/Projects/miniScene/bin$ ./miniInfo ./mountain.mini 
loading mini file from ./mountain.mini
#miniInfo: scene loaded.
----
num instances		:   1.14M	(1135547)
num objects		:   36
----
num *unique* meshes	:   2.37K	(2368)
num *unique* triangles	:   14.38M	(14380782)
num *unique* vertices	:   28.76M	(28761564)
----
num *actual* meshes	:   2.36M	(2356231)
num *actual* triangles	:   13.54G	(13537454354)
num *actual* vertices	:   27.07G	(27074908708)
----
num textures		:   8
 - num *ptex* textures	:   0
 - num *image* textures	:   9
total size of textures	:   110.10M	(110100480)
 - #bytes in ptex	:   0
 - #byte in texels	:   110.10M	(110100480)
num materials		:   30
num quad lights		:   0
num dir lights		:   0
has env-map light?	: no

(note the main island model does have a env map, and is much larger; this is only the mountain geometry---I was running this on my laptop)

Stanford Model Repository: Atlas Model

The stanford model repo contains various laser-scanned status of various sizes; each in ply format, but some split across multiple files. The "atlas" model is one of the larger ones, and comes in 12 files that require some stitching.

Assuming you have the following directory downloaded from that archive:

wald@envy:~/Projects/miniScene/bin$ ll /space/atlas/
-rw-r--r-- 1 wald wald 308k Apr 15 13:16 atlas_qtrmm_10_11.matches
-rw-r--r-- 1 wald wald 446M Apr 15 13:15 atlas_qtrmm_10.ply.gz
-rw-r--r-- 1 wald wald 271k Apr 15 13:16 atlas_qtrmm_11_12.matches
-rw-r--r-- 1 wald wald 420M Apr 15 13:15 atlas_qtrmm_11.ply.gz
-rw-r--r-- 1 wald wald 289k Apr 15 13:15 atlas_qtrmm_1_2.matches
-rw-r--r-- 1 wald wald 241M Apr 15 13:16 atlas_qtrmm_12.ply.gz
(and a few more of that)

...then the import path for that is as follows:

gunzip /space/atlas/*.ply.gz
./ply2mini /space/atlas/atlas_qtrmm -o /space/atlas.mini --stanford-stitch 12

Notes:

  • the --stanford-stitch 12 tells the ply reader that there's 12 individual files that require some stitching using the .matches files that come with some of these models
  • this model is fairly large - you may want to run that on a machine with quite a bit of memory and swap space.
  • the outcome of this should look like this
./miniInfo /space/atlas.mini 
loading mini file from /space/atlas.mini
#miniInfo: scene loaded.
----
num instances	    	:   1
num objects     		:   1
----
num *unique* meshes	:   12
num *unique* triangles	:   507.51M	(507512682)
num *unique* vertices	:   255.04M	(255035497)
----
num *actual* meshes	:   12
num *actual* triangles	:   507.51M	(507512682)
num *actual* vertices	:   255.04M	(255035497)

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