feat(poc): gpr_poc renderLOD 探针验证 LOD-fps 全量交互渲染可行性

四件事全离屏双闸实测(本机 RTX3060):
(a)粗层概览 level2 ~752fps (b)全分辨率局部 level0 ~380fps
(c)LOD 切换过渡切换帧 ~5.5ms 无可感知卡顿 (d)存 3 张对比 PNG。
双闸:无 3D 纹理维度错误 + 三段均回读非空像素,fps 可信。
判据:两端均达交互级且切换无卡顿 -> LOD-based C 路线钉死可行。
最低配未验,需目标机复测。tools CMake 加 IOImage 供 PNG 截图。
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# Task 12c 报告LOD-fps 探针(全量交互渲染最后一根链子)
## 状态
**完成 / PASS** —— 四件事(a/b/c/d)全做,双闸通过(无纹理维度错误 + 三段均回读非空像素),
真实实测未编造。LOD-based C 路线在本机判据下钉死可行。
## 实测数字(本机 RTX 3060 Laptop GPU离屏frames=120多次重跑稳定
| 项 | 维度 | 结果 | 交互级判据 |
|---|---|---|---|
| (a) 粗层概览 fps | level2 整卷 11119×8×41 (~3.6M 体素) | **~752 fps**(多跑 590~759 | ✔ 远超 ≥30 |
| (b) 全分辨率局部 fps | level0 局部 256×29×162 (~120 万体素4 brick 列) | **~380 fps**(多跑 374~422 | ✔ 远超 ≥30 |
| (c) LOD 切换过渡 | 切换帧 60/120从远观(level2)dolly 拉近到近观局部(level0) | 平均 **1.09ms/帧**,切换帧 **~5.5ms**(尖峰 ~6×邻帧最大 ~6.95ms | 无可感知卡顿 ✔ |
- **粗层概览 fps**~752 fps达交互级 ✔)
- **全分辨率局部 fps**~380 fps达交互级 ✔)
- **LOD 切换过渡帧耗时 / 是否卡顿**:切换帧 ~5.5ms(仍 <1 60Hz 16.7ms)→ **无可感知卡顿**
- **截图路径**`docs/superpowers/plans/poc-lod-shots/`
- `lod-overview.png`level2 整线概览,全 2200m 线呈细带)
- `lod-fullres-local.png`level0 局部,全分辨率板面有细节)
- `lod-transition-mid.png`(切换后推近的过渡中间帧)
- **是否都达交互级****是**。(a)/(b) 均 >>30fps(c) 切换无可感知卡顿。
## 设计与诚实测法
- 在真实金字塔 store`gpr_poc build ... --levels 3`level0=44476×29×162
level1=22238×15×81level2=11119×8×41level3=5560×4×21上跑非合成。
- (a)/(b):把对应 level 的所有 brick 重组成单张 VTK_SHORT vtkImageData
(逻辑同 `WholeVolumeSource`,按 level 维度 + spacing×2^level / 局部段 X 偏移),
`buildVoxelI16FromImage`SmartVolumeMapperGPU 路径),旋相机 120 帧测 fps。
level2/局部段单轴均 <16384 3D 纹理可成无纹理墙
- (c)同一窗口相机从远观level2 整卷dolly 拉近;第 60 帧跨越 LOD 切换那一下
把体从 level2 概览换成 level0 局部 + 焦点移到局部段中心,**逐帧记帧耗时**
标切换帧尖峰。这是审核人加的验收点①(测切换动态,非两端静态)。
- (d)`vtkWindowToImageFilter`+`vtkPNGWriter` 存 3 张 PNG供人眼判
“概览糊→拉近清晰”(审核人验收点②)。
- **双闸(同 9c绝不把空纹理假帧率当性能**
`CapturingOutputWindow` 捕获 3D 纹理维度错误(实测=否);
② 真实回读前缓冲像素,统计非背景像素(概览 1889 / 局部 167612 / 过渡 21924
三段均非空。两闸全过fps 可信。
## 卡顿判据说明(避免误报)
切换帧含一次性建 actor / 换 mapper 输入,~5.5ms,是邻帧(~0.9ms)的 ~6×但绝对值
< 1 60Hz (16.7ms)人眼不可感故采用**绝对耗时判据**切换帧 >33ms(2 帧)
才记“可感知卡顿”16.7~33ms 记“轻微抖动”,亚毫秒基线下尖峰倍数虽大但绝对值低不算
卡顿。本机切换帧 ~5.5ms → 无可感知卡顿。
## 判据结论
粗层概览 + 全分辨率局部**都达交互级**≥30fps远超且切换**无不可接受卡顿**
→ 命中 brief 第一条判据:**LOD-based C 路线钉死可行**。
对照 12b整卷全分辨率 ray cast(2.08 亿体素)~10fps 是硬上限;本探针证实
“渲更少体素 = LOD” 这根杠杆有效——粗层 ~752fps、全分辨率局部 ~380fps两端都远
在交互级,且 LOD 切换瞬态 ~5.5ms 无卡顿。
## 最低配未验声明(审核人验收点③)
本探针**仅在本机RTX 3060 Laptop GPUNVIDIA 555.97OpenGL 4.5)跑得上限数字**。
**最低配机器未验证**,需用户在目标机跑 `gpr_poc renderLOD <store>` 或提供型号后再评估。
本机数字是上限,最低配可能更低。
## 进程峰值内存
~99 MB探针逐 level 重组单张 image未常驻整卷level0 局部仅取 4 brick 列)。
## Concerns
1. **截图视觉偏暗/偏细**:体绘制 `kMaxOpacity=0.15`(复用探针传函)+ 整线物理纵横比
极扁2200m × ~1.5m × 8m故概览图中整线呈一条细带、过渡中间帧呈小斜板。
这是物理真实呈现(整线本就是长薄带),非渲染缺陷;但作为“人眼判可接受度”素材
偏素净。若需更醒目的生产视觉,需后续调传函不透明度/着色与取景,超出探针范畴(YAGNI)。
2. **(c) 为单次脚本化切换**:测的是“从 level2 直切 level0 局部”一次硬切的瞬态;
生产里多级连续 LOD/视野自适应的换页节奏、预取与 morphing/淡入是探针过了之后的
工程brief 明确不在本探针范围)。
3. **(b) 局部仅取 4 brick 列(256 体素宽)**:证“全分辨率局部块快”;若生产需更宽的
全分辨率窗口(仍需 <16384 或分区/分块fps 会随体素数下降需届时按窗口大小复测
4. **最低配仍是最大未知**(见上声明)。

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## 判据结论
单 mapper SetPartitions 整卷体绘制【真渲出但未达交互级】(10.9517 fps <15)VTK 这条路天花板暴露,需评估 OpenVDS/自建 GL
# POC-C LOD-fps 探针结果Task 12c
金字塔 store: tmp\store_lod_001level0=44476x29x162总 4 层)
| 项 | 维度 | 结果 |
|---|---|---|
| (a) 粗层概览 fps | level2 11119x8x41 | 752.061589 fps (交互级) |
| (b) 全分辨率局部 fps | level0 局部 256x29x162 | 374.625725 fps (交互级) |
| (c) LOD 切换过渡 | 切换帧 60/120 | 平均 1.09062ms,切换帧 5.4629ms(尖峰 6.04704×),无可感知卡顿 |
- 卡顿判据:切换帧绝对耗时 >33ms(2 个 60Hz 帧)才记可感知卡顿16.7~33ms 记轻微抖动;亚毫秒基线下尖峰倍数大但绝对值低不算卡顿。
- 双闸:纹理维度错误=否;三段均渲出非空像素=是(概览 1889 / 局部 167612 / 过渡 21924
- 截图人眼判“概览糊→拉近清晰”docs/superpowers/plans/poc-lod-shots/lod-overview.png、lod-fullres-local.png、lod-transition-mid.png
- 进程峰值内存: 99.2266 MB
## 判据结论
粗层概览 + 全分辨率局部【都达交互级】且切换【无不可接受卡顿】→ LOD-based C 路线钉死可行。
**最低配未验声明**本探针仅在本机RTX 3060跑得上限数字最低配机器未验证需用户在目标机跑或提供型号。

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find_package(VTK REQUIRED COMPONENTS
CommonCore CommonDataModel
RenderingCore RenderingOpenGL2 RenderingVolume RenderingVolumeOpenGL2
ImagingCore InteractionStyle GUISupportQt)
ImagingCore InteractionStyle GUISupportQt IOImage)
add_executable(gpr_poc main.cpp)

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#include <vtkVolumeProperty.h>
#include <vtkObjectFactory.h>
#include <vtkOutputWindow.h>
#include <vtkPNGWriter.h>
#include <vtkPointData.h>
#include <vtkPolyDataMapper.h>
#include <vtkProperty.h>
#include <vtkRenderWindow.h>
#include <vtkRenderer.h>
#include <vtkShortArray.h>
#include <vtkSmartPointer.h>
#include <vtkSmartVolumeMapper.h>
#include <vtkUnsignedCharArray.h>
#include <vtkVolume.h>
#include <vtkWindowToImageFilter.h>
namespace fs = std::filesystem;
using geopro::tools::Probe;
@ -1317,6 +1321,446 @@ int cmdRenderCPartitioned(int argc, char** argv) {
return volFpsValid ? 0 : 1;
}
// ============================================================================
// LOD-fps 探针POC-C 最后一根链子Task 12c
// ============================================================================
//
// 12b 已证整卷全分辨率 ray cast(2.08 亿体素)~10fps 是硬上限fps 杠杆只有 LOD
// (渲更少体素)。本探针在【真实金字塔 store】上验四件事全离屏、双闸防假帧率
// (a) 粗层概览 fpslevel2 整卷(单轴 <16384 → 单 SmartVolumeMapper
// (b) 全分辨率局部 fpslevel0 一段 brick 列(沿线局部)。
// (c) LOD 切换动态过渡:相机从远观(level2)逐步拉近到近观局部(level0),跨越
// LOD 切换那一下逐帧记帧耗时,标切换帧尖峰/stall。
// (d) 截图lod-overview.png / lod-fullres-local.png / lod-transition-mid.png。
//
// 双闸(同 9c绝不把空纹理假帧率当性能
// ① CapturingOutputWindow 捕获 3D 纹理维度错误;
// ② 真实回读像素,统计非背景像素 → 非空才算真渲出。
// 把金字塔某 level 重组成整卷 VTK_SHORT vtkImageData逻辑同 WholeVolumeSource
// 但按 level 维度 + spacing×2^level使物理范围与 level0 一致)。
vtkSmartPointer<vtkImageData> buildLevelImage(
const geopro::data::ChunkedVolumeStore& store, int level,
const geopro::data::StoreMeta& m) {
int nx = 0, ny = 0, nz = 0;
store.dims(level, nx, ny, nz);
const int brick = m.brick;
const double sc = static_cast<double>(1 << level); // 2^level
auto img = vtkSmartPointer<vtkImageData>::New();
img->SetDimensions(nx, ny, nz);
img->SetOrigin(m.origin[0], m.origin[1], m.origin[2]);
img->SetSpacing(m.spacing[0] * sc, m.spacing[1] * sc, m.spacing[2] * sc);
vtkNew<vtkShortArray> arr;
arr->SetName("v");
arr->SetNumberOfTuples(static_cast<vtkIdType>(nx) * ny * nz);
for (int bz = 0; bz < store.bricksZ(level); ++bz) {
for (int by = 0; by < store.bricksY(level); ++by) {
for (int bx = 0; bx < store.bricksX(level); ++bx) {
const std::vector<std::int16_t> raw = store.readBrick(level, bx, by, bz);
const int i0 = bx * brick, j0 = by * brick, k0 = bz * brick;
const int bw = (nx - i0 < brick) ? (nx - i0) : brick;
const int bh = (ny - j0 < brick) ? (ny - j0) : brick;
const int bd = (nz - k0 < brick) ? (nz - k0) : brick;
std::size_t w = 0;
for (int kk = 0; kk < bd; ++kk) {
const vtkIdType gk = static_cast<vtkIdType>(k0 + kk);
for (int jj = 0; jj < bh; ++jj) {
const vtkIdType gj = static_cast<vtkIdType>(j0 + jj);
vtkIdType id = (gk * ny + gj) * nx + i0;
for (int ii = 0; ii < bw; ++ii) arr->SetValue(id++, raw[w++]);
}
}
}
}
}
img->GetPointData()->SetScalars(arr);
return img;
}
// 取 level0 一段 brick 列 [bx0, bx0+bxCount) × 全 Y × 全 Z 重组成局部整卷
// VTK_SHORT imageX 维 = bxCount*brick ≤ 几百,远 <16384单 3D 纹理)。
// Origin 沿 X 偏移到该段起点spacing 用 level0 原值。
vtkSmartPointer<vtkImageData> buildLocalLevel0Image(
const geopro::data::ChunkedVolumeStore& store,
const geopro::data::StoreMeta& m, int bx0, int bxCount) {
const int brick = m.brick;
const int nx0 = m.nx, ny0 = m.ny, nz0 = m.nz;
const int totBx = store.bricksX(0);
bx0 = std::max(0, std::min(bx0, totBx - 1));
bxCount = std::max(1, std::min(bxCount, totBx - bx0));
const int i0Global = bx0 * brick;
const int localNx = std::min(bxCount * brick, nx0 - i0Global);
auto img = vtkSmartPointer<vtkImageData>::New();
img->SetDimensions(localNx, ny0, nz0);
img->SetOrigin(m.origin[0] + i0Global * m.spacing[0], m.origin[1],
m.origin[2]);
img->SetSpacing(m.spacing[0], m.spacing[1], m.spacing[2]);
vtkNew<vtkShortArray> arr;
arr->SetName("v");
arr->SetNumberOfTuples(static_cast<vtkIdType>(localNx) * ny0 * nz0);
for (int bz = 0; bz < store.bricksZ(0); ++bz) {
for (int by = 0; by < store.bricksY(0); ++by) {
for (int bx = bx0; bx < bx0 + bxCount; ++bx) {
const std::vector<std::int16_t> raw = store.readBrick(0, bx, by, bz);
const int gi0 = bx * brick, j0 = by * brick, k0 = bz * brick;
const int li0 = gi0 - i0Global; // 局部 X 起点
const int bw = (nx0 - gi0 < brick) ? (nx0 - gi0) : brick;
const int bh = (ny0 - j0 < brick) ? (ny0 - j0) : brick;
const int bd = (nz0 - k0 < brick) ? (nz0 - k0) : brick;
std::size_t w = 0;
for (int kk = 0; kk < bd; ++kk) {
const vtkIdType gk = static_cast<vtkIdType>(k0 + kk);
for (int jj = 0; jj < bh; ++jj) {
const vtkIdType gj = static_cast<vtkIdType>(j0 + jj);
vtkIdType id = (gk * ny0 + gj) * localNx + li0;
for (int ii = 0; ii < bw; ++ii) arr->SetValue(id++, raw[w++]);
}
}
}
}
}
img->GetPointData()->SetScalars(arr);
return img;
}
// 统计当前窗口前缓冲非背景像素(>10 任一通道)。
vtkIdType countNonBlackPixels(vtkRenderWindow* rw, int w, int h) {
auto px = vtkSmartPointer<vtkUnsignedCharArray>::New();
rw->GetRGBACharPixelData(0, 0, w - 1, h - 1, /*front=*/1, px);
vtkIdType nb = 0;
const vtkIdType np = px->GetNumberOfTuples();
for (vtkIdType i = 0; i < np; ++i) {
if (px->GetComponent(i, 0) > 10 || px->GetComponent(i, 1) > 10 ||
px->GetComponent(i, 2) > 10) {
++nb;
}
}
return nb;
}
// 离屏窗口截图 → PNG。
void savePng(vtkRenderWindow* rw, const std::string& path) {
rw->Render();
vtkNew<vtkWindowToImageFilter> w2i;
w2i->SetInput(rw);
w2i->SetInputBufferTypeToRGB();
w2i->ReadFrontBufferOff();
w2i->Update();
vtkNew<vtkPNGWriter> writer;
writer->SetFileName(path.c_str());
writer->SetInputConnection(w2i->GetOutputPort());
writer->Write();
}
int cmdRenderLOD(int argc, char** argv) {
const Args a = parseArgs(argc, argv, 2);
if (a.positional.empty()) {
std::cerr << "用法: gpr_poc renderLOD <storeDir> [--frames 120]\n";
return 2;
}
const std::string dir = a.positional[0];
const int frames = std::stoi(a.get("frames", "120"));
std::cout << "[renderLOD] storeDir=" << dir << " frames=" << frames << "\n";
// 闸门复检:不可渲染机不产假 fps。
std::cout << "[renderLOD] 离屏闸门复检...\n";
if (cmdOffscreenSmoke() != 0) {
std::cout << "[renderLOD] 闸门失败,中止,不产出 fps。\n";
return 1;
}
geopro::data::ChunkedVolumeStore store(dir);
const geopro::data::StoreMeta& m = store.meta();
const int totLevels = store.levels();
std::cout << "[renderLOD] level0=" << m.nx << "x" << m.ny << "x" << m.nz
<< " 总层数=" << totLevels << "\n";
if (totLevels < 3) {
std::cout << "[renderLOD] 警告: 金字塔层数 <3需 build --levels 3\n";
}
const double vmin = m.vminPhys, vmax = m.vmaxPhys;
const geopro::core::ColorScale cs = makeColorScale(vmin, vmax);
const fs::path shotDir =
fs::path("docs") / "superpowers" / "plans" / "poc-lod-shots";
fs::create_directories(shotDir);
const int winW = 1024, winH = 768;
// 共用一个捕获式 OutputWindow贯穿三段渲染。
auto capWin = vtkSmartPointer<CapturingOutputWindow>::New();
vtkOutputWindow::SetInstance(capWin);
// ---- (a) 粗层概览 fpslevel2 整卷 ----
const int ovLevel = std::min(2, totLevels - 1);
std::cout << "[renderLOD] (a) 建 level" << ovLevel << " 整卷 image...\n";
vtkSmartPointer<vtkImageData> ovImg = buildLevelImage(store, ovLevel, m);
int ovNx, ovNy, ovNz;
store.dims(ovLevel, ovNx, ovNy, ovNz);
auto rwOv = makeOffscreenWindow(winW, winH);
vtkNew<vtkRenderer> renOv;
renOv->SetBackground(0.0, 0.0, 0.0);
rwOv->AddRenderer(renOv);
vtkSmartPointer<vtkVolume> ovVol =
geopro::render::buildVoxelI16FromImage(ovImg.Get(), m.quant, cs, vmin,
vmax);
renOv->AddVolume(ovVol);
// 先测 fpsbenchVolumeFps 内部会 ResetCamera + 旋满一圈)。
const double ovFps = benchVolumeFps(rwOv.Get(), renOv, frames);
// 截图前重设一个利于人眼的取景:整线物理纵横比极扁(~2200m×1.5m×8m),俯视角
// 看宽面才能呈现整条带(而非边缘线)。
renOv->ResetCamera();
renOv->GetActiveCamera()->Elevation(55.0);
renOv->GetActiveCamera()->Azimuth(20.0);
renOv->ResetCameraClippingRange();
rwOv->Render();
const vtkIdType ovNonBlack = countNonBlackPixels(rwOv.Get(), winW, winH);
savePng(rwOv.Get(), (shotDir / "lod-overview.png").string());
std::cout << "[renderLOD] (a) 概览 fps=" << ovFps << " 非空像素=" << ovNonBlack
<< " (level" << ovLevel << " " << ovNx << "x" << ovNy << "x" << ovNz
<< ")\n";
// ---- (b) 全分辨率局部 fpslevel0 一段 brick 列 ----
const int totBx = store.bricksX(0);
const int localBx = std::min(4, totBx); // 4 brick 列 ≈ 256 体素宽
const int bx0 = std::max(0, totBx / 2 - localBx / 2); // 取沿线中段
std::cout << "[renderLOD] (b) 建 level0 局部 image (brick列 [" << bx0 << ","
<< (bx0 + localBx) << ") / " << totBx << ")...\n";
vtkSmartPointer<vtkImageData> locImg =
buildLocalLevel0Image(store, m, bx0, localBx);
int locDims[3];
locImg->GetDimensions(locDims);
auto rwLoc = makeOffscreenWindow(winW, winH);
vtkNew<vtkRenderer> renLoc;
renLoc->SetBackground(0.0, 0.0, 0.0);
rwLoc->AddRenderer(renLoc);
vtkSmartPointer<vtkVolume> locVol =
geopro::render::buildVoxelI16FromImage(locImg.Get(), m.quant, cs, vmin,
vmax);
renLoc->AddVolume(locVol);
const double locFps = benchVolumeFps(rwLoc.Get(), renLoc, frames);
// 截图取景:局部块(256×29×162)斜俯视,呈现全分辨率细节供与概览对比。
renLoc->ResetCamera();
renLoc->GetActiveCamera()->Elevation(35.0);
renLoc->GetActiveCamera()->Azimuth(25.0);
renLoc->ResetCameraClippingRange();
rwLoc->Render();
const vtkIdType locNonBlack = countNonBlackPixels(rwLoc.Get(), winW, winH);
savePng(rwLoc.Get(), (shotDir / "lod-fullres-local.png").string());
std::cout << "[renderLOD] (b) 局部 fps=" << locFps << " 非空像素="
<< locNonBlack << " (level0 局部 " << locDims[0] << "x" << locDims[1]
<< "x" << locDims[2] << ")\n";
// ---- (c) LOD 切换动态过渡 ----
// 同一窗口:相机从远观(看整卷,用 level2 概览体)逐步 dolly 拉近,到一半处
// 跨越 LOD 切换——把体从 level2 整卷换成 level0 局部体(重设 mapper 输入/相机
// 目标),逐帧记帧耗时,标切换帧尖峰。
std::cout << "[renderLOD] (c) LOD 切换动态过渡(" << frames << " 帧 dolly...\n";
auto rwTr = makeOffscreenWindow(winW, winH);
vtkNew<vtkRenderer> renTr;
renTr->SetBackground(0.0, 0.0, 0.0);
rwTr->AddRenderer(renTr);
// 远观体 = level2 概览(新建一份,避免与 (a) 共享 actor 状态)。
vtkSmartPointer<vtkVolume> farVol =
geopro::render::buildVoxelI16FromImage(ovImg.Get(), m.quant, cs, vmin,
vmax);
// 近观体 = level0 局部(复用 (b) 的 image
vtkSmartPointer<vtkVolume> nearVol =
geopro::render::buildVoxelI16FromImage(locImg.Get(), m.quant, cs, vmin,
vmax);
renTr->AddVolume(farVol);
renTr->ResetCamera(); // 框住整卷level2 与 level0 物理范围一致)
vtkCamera* camTr = renTr->GetActiveCamera();
camTr->Elevation(20.0);
renTr->ResetCameraClippingRange();
rwTr->Render(); // 预热远观
// dolly 目标:从当前(远)拉近到局部段中心。
double locCenter[3];
locImg->GetCenter(locCenter);
const int switchFrame = frames / 2;
const double dollyPerFrame =
std::pow(6.0, 1.0 / std::max(1, switchFrame)); // 切换前累计 dolly≈6×
std::vector<double> frameMs(frames, 0.0);
bool switched = false;
double switchStallMs = 0.0;
for (int f = 0; f < frames; ++f) {
Stopwatch swF;
if (f == switchFrame && !switched) {
// —— LOD 切换那一下 ——:换体 + 把相机焦点移到局部段中心。
renTr->RemoveVolume(farVol);
renTr->AddVolume(nearVol);
camTr->SetFocalPoint(locCenter[0], locCenter[1], locCenter[2]);
renTr->ResetCameraClippingRange();
switched = true;
}
// 渐进拉近(切换前 dolly 进;切换后继续推近 + 轻微环绕,逐步框满局部块)。
camTr->Dolly(switched ? 1.04 : dollyPerFrame);
if (switched) camTr->Azimuth(0.5);
renTr->ResetCameraClippingRange();
rwTr->Render();
frameMs[f] = swF.elapsedMs();
if (f == switchFrame) switchStallMs = frameMs[f];
// 切换后推近一小段再截“过渡中间帧”,使局部块已明显呈现(而非切换瞬间仍很远)。
if (f == switchFrame + (frames - switchFrame) / 3) {
savePng(rwTr.Get(), (shotDir / "lod-transition-mid.png").string());
}
}
// 过渡帧耗时统计:平均、最大、切换帧、切换帧相对邻帧的尖峰倍数。
double sum = 0, mx = 0;
for (double v : frameMs) {
sum += v;
mx = std::max(mx, v);
}
const double avgMs = frames > 0 ? sum / frames : 0.0;
const double preMs =
switchFrame > 0 ? frameMs[switchFrame - 1] : avgMs;
const double spikeRatio = preMs > 0 ? switchStallMs / preMs : 0.0;
// 可感知卡顿判据(绝对耗时为准,尖峰倍数仅作次级信号):当两端帧耗时是亚毫秒
// 时,一次性换体的 ~9ms 抖动倍数虽大但仍 <1 个 60Hz 帧(16.7ms),人眼不可感。
// 故:切换帧 >1 个 60Hz 帧(16.7ms)才记“轻微”,>2 帧(33ms)记“可感知卡顿”。
constexpr double kFrame60Ms = 1000.0 / 60.0; // 16.7ms
const bool perceptibleStall = switchStallMs > 2.0 * kFrame60Ms; // >33ms
const bool minorHitch =
!perceptibleStall && switchStallMs > kFrame60Ms; // 16.7~33ms 轻微
const vtkIdType trNonBlack = countNonBlackPixels(rwTr.Get(), winW, winH);
const bool textureErr = capWin->textureError();
vtkOutputWindow::SetInstance(nullptr);
// 双闸:无纹理错 + 三段均渲出非空像素。
const bool renderedNonEmpty =
(ovNonBlack > 0) && (locNonBlack > 0) && (trNonBlack > 0);
const bool valid = !textureErr && renderedNonEmpty;
const double ovFpsV = valid ? ovFps : -1.0;
const double locFpsV = valid ? locFps : -1.0;
const bool ovInteractive = valid && ovFps >= 15.0;
const bool locInteractive = valid && locFps >= 15.0;
const double peak = Probe::peakMemMB();
const char* stallTxt =
perceptibleStall ? "可感知卡顿" : (minorHitch ? "轻微抖动(<2帧)" : "");
std::cout << "[renderLOD] (c) 过渡帧耗时 avg=" << avgMs << "ms max=" << mx
<< "ms 切换帧=" << switchStallMs << "ms (邻帧 " << preMs << "ms, 尖峰 "
<< spikeRatio << "×) 卡顿=" << stallTxt << "\n";
std::cout << "\n=== renderLOD LOD-fps 探针指标 ===\n";
std::cout << "离屏闸门 : OK\n";
std::cout << "纹理维度错误 : " << (textureErr ? "是(!!)" : "") << "\n";
std::cout << "三段均渲出非空 : " << (renderedNonEmpty ? "" : "否(!!)")
<< " (概览=" << ovNonBlack << " 局部=" << locNonBlack
<< " 过渡=" << trNonBlack << ")\n";
std::cout << "(a) 粗层概览 fps : "
<< (valid ? std::to_string(ovFpsV) : std::string("INVALID"))
<< " (level" << ovLevel << " " << ovNx << "x" << ovNy << "x" << ovNz
<< ") 交互级=" << (ovInteractive ? "是 ✔" : "否 ✘") << "\n";
std::cout << "(b) 全分辨率局部fps: "
<< (valid ? std::to_string(locFpsV) : std::string("INVALID"))
<< " (level0 局部 " << locDims[0] << "x" << locDims[1] << "x"
<< locDims[2] << ") 交互级=" << (locInteractive ? "是 ✔" : "否 ✘")
<< "\n";
std::cout << "(c) 过渡平均/最大 : " << avgMs << " / " << mx << " ms\n";
std::cout << " 切换帧耗时 : " << switchStallMs << " ms (邻帧 " << preMs
<< " ms, 尖峰 " << spikeRatio << "×)\n";
std::cout << " 可感知卡顿 : " << stallTxt
<< (perceptibleStall ? "" : "") << " (判据:切换帧 >33ms 才记卡顿"
"; 1 帧 60Hz=16.7ms)\n";
std::cout << "进程峰值内存(MB) : " << peak << "\n";
std::cout << "截图 : " << shotDir.string()
<< " (lod-overview / lod-fullres-local / lod-transition-mid)\n";
writeMetricLine(
"renderLOD,dir=" + dir + ",totLevels=" + std::to_string(totLevels) +
",ovLevel=" + std::to_string(ovLevel) +
",ovDims=" + std::to_string(ovNx) + "x" + std::to_string(ovNy) + "x" +
std::to_string(ovNz) +
",ovFps=" + (valid ? std::to_string(ovFpsV) : "INVALID") +
",ovNonBlack=" + std::to_string(ovNonBlack) +
",locDims=" + std::to_string(locDims[0]) + "x" +
std::to_string(locDims[1]) + "x" + std::to_string(locDims[2]) +
",locFps=" + (valid ? std::to_string(locFpsV) : "INVALID") +
",locNonBlack=" + std::to_string(locNonBlack) +
",trAvgMs=" + std::to_string(avgMs) + ",trMaxMs=" + std::to_string(mx) +
",switchMs=" + std::to_string(switchStallMs) +
",switchSpike=" + std::to_string(spikeRatio) +
",stall=" + std::to_string(perceptibleStall ? 1 : 0) +
",trNonBlack=" + std::to_string(trNonBlack) +
",textureErr=" + std::to_string(textureErr ? 1 : 0) +
",valid=" + std::to_string(valid ? 1 : 0) +
",peakMB=" + std::to_string(peak));
// 写 poc-results-C.md 的 LOD 段(追加,不覆盖 renderC-partitioned 段)。
{
const fs::path repo =
fs::path("docs") / "superpowers" / "plans" / "poc-results-C.md";
fs::create_directories(repo.parent_path());
std::ofstream rf(repo.string(), std::ios::app);
if (rf) {
rf << "\n\n# POC-C LOD-fps 探针结果Task 12c\n\n";
rf << "金字塔 store: " << dir << "level0=" << m.nx << "x" << m.ny << "x"
<< m.nz << ",总 " << totLevels << " 层)\n\n";
rf << "| 项 | 维度 | 结果 |\n|---|---|---|\n";
rf << "| (a) 粗层概览 fps | level" << ovLevel << " " << ovNx << "x" << ovNy
<< "x" << ovNz << " | " << (valid ? std::to_string(ovFpsV) : "INVALID")
<< " fps " << (ovInteractive ? "(交互级)" : "(未达交互级)") << " |\n";
rf << "| (b) 全分辨率局部 fps | level0 局部 " << locDims[0] << "x"
<< locDims[1] << "x" << locDims[2] << " | "
<< (valid ? std::to_string(locFpsV) : "INVALID") << " fps "
<< (locInteractive ? "(交互级)" : "(未达交互级)") << " |\n";
rf << "| (c) LOD 切换过渡 | 切换帧 " << switchFrame << "/" << frames
<< " | 平均 " << avgMs << "ms切换帧 " << switchStallMs << "ms尖峰 "
<< spikeRatio << "×"
<< (perceptibleStall ? "可感知卡顿"
: (minorHitch ? "轻微抖动" : "无可感知卡顿"))
<< " |\n\n";
rf << "- 卡顿判据:切换帧绝对耗时 >33ms(2 个 60Hz 帧)才记可感知卡顿;"
"16.7~33ms 记轻微抖动;亚毫秒基线下尖峰倍数大但绝对值低不算卡顿。\n";
rf << "- 双闸:纹理维度错误=" << (textureErr ? "" : "")
<< ";三段均渲出非空像素=" << (renderedNonEmpty ? "" : "")
<< "(概览 " << ovNonBlack << " / 局部 " << locNonBlack << " / 过渡 "
<< trNonBlack << ")。\n";
rf << "- 截图人眼判“概览糊→拉近清晰”docs/superpowers/plans/poc-lod-shots/"
"lod-overview.png、lod-fullres-local.png、lod-transition-mid.png\n";
rf << "- 进程峰值内存: " << peak << " MB\n\n";
rf << "## 判据结论\n";
if (valid && ovInteractive && locInteractive && !perceptibleStall) {
rf << "粗层概览 + 全分辨率局部【都达交互级】且切换【无不可接受卡顿】→ "
"LOD-based C 路线钉死可行。\n";
} else if (valid && ovInteractive && !locInteractive) {
rf << "粗层快但全分辨率局部仍慢 → VTK 体绘制有真实天花板,记录,"
"评估 OpenVDS/自建 GL。\n";
} else if (valid && perceptibleStall) {
rf << "两端 fps 可接受但切换卡顿明显(切换帧 " << switchStallMs
<< "ms→ 为后续 morphing/淡入提供依据。\n";
} else if (!valid) {
rf << "双闸未过(纹理错或空渲染)→ 数字不可信,如实标 INVALID。\n";
} else {
rf << "部分达标,详见上表。\n";
}
rf << "\n**最低配未验声明**本探针仅在本机RTX 3060跑得上限数字"
"最低配机器未验证,需用户在目标机跑或提供型号。\n";
}
std::cout << "[renderLOD] 报告追加写入 " << repo.string() << "\n";
}
return valid ? 0 : 1;
}
void usage() {
std::cerr << "gpr_poc —— POC-B headless 度量 CLI\n"
" gpr_poc build <dir> [--line 001] [--cellXY 0.2] "
@ -1326,7 +1770,8 @@ void usage() {
" gpr_poc offscreen-smoke\n"
" gpr_poc renderB <storeDir> [--frames 120]\n"
" gpr_poc renderC <storeDir> [--budget 64] [--frames 120]\n"
" gpr_poc renderC-partitioned <storeDir> [--frames 120]\n";
" gpr_poc renderC-partitioned <storeDir> [--frames 120]\n"
" gpr_poc renderLOD <storeDir> [--frames 120]\n";
}
} // namespace
@ -1346,6 +1791,7 @@ int main(int argc, char** argv) {
if (cmd == "renderC") return cmdRenderC(argc, argv);
if (cmd == "renderC-partitioned")
return cmdRenderCPartitioned(argc, argv);
if (cmd == "renderLOD") return cmdRenderLOD(argc, argv);
} catch (const std::exception& e) {
std::cerr << "错误: " << e.what() << "\n";
return 1;