[1460] | 1 | #include "Environment.h"
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| 2 | #include "GvsPreprocessor.h"
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| 3 | #include "GlRenderer.h"
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[1473] | 4 | #include "VssRay.h"
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| 5 | #include "ViewCellsManager.h"
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[1486] | 6 | #include "Triangle3.h"
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[1489] | 7 | #include "IntersectableWrapper.h"
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[1500] | 8 | #include "Plane3.h"
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[1521] | 9 | #include "RayCaster.h"
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[1522] | 10 | #include "Exporter.h"
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[1545] | 11 | #include "SamplingStrategy.h"
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[1460] | 12 |
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[1473] | 13 |
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[1460] | 14 | namespace GtpVisibilityPreprocessor
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| 15 | {
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| 16 |
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[1522] | 17 | struct VizStruct
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| 18 | {
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| 19 | Polygon3 *enlargedTriangle;
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| 20 | Triangle3 originalTriangle;
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| 21 | VssRay *ray;
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| 22 | };
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[1460] | 23 |
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[1522] | 24 | static vector<VizStruct> vizContainer;
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| 25 |
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[1533] | 26 | GvsPreprocessor::GvsPreprocessor():
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[1545] | 27 | Preprocessor(),
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| 28 | //mSamplingType(SamplingStrategy::DIRECTION_BASED_DISTRIBUTION),
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| 29 | mSamplingType(SamplingStrategy::DIRECTION_BOX_BASED_DISTRIBUTION),
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| 30 | mSampleContriPerPass(0),
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| 31 | mTotalSampleContri(0),
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| 32 | mReverseSamples(0),
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| 33 | mBorderSamples(0)
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[1460] | 34 | {
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[1486] | 35 | Environment::GetSingleton()->GetIntValue("GvsPreprocessor.totalSamples", mTotalSamples);
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| 36 | Environment::GetSingleton()->GetIntValue("GvsPreprocessor.initialSamples", mInitialSamples);
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| 37 | Environment::GetSingleton()->GetIntValue("GvsPreprocessor.samplesPerPass", mSamplesPerPass);
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| 38 | Environment::GetSingleton()->GetFloatValue("GvsPreprocessor.epsilon", mEps);
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[1500] | 39 | Environment::GetSingleton()->GetFloatValue("GvsPreprocessor.threshold", mThreshold);
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[1473] | 40 |
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[1486] | 41 | Debug << "Gvs preprocessor options" << endl;
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| 42 | Debug << "number of total samples: " << mTotalSamples << endl;
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| 43 | Debug << "number of initial samples: " << mInitialSamples << endl;
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| 44 | Debug << "number of samples per pass: " << mSamplesPerPass << endl;
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[1501] | 45 | Debug << "threshold: " << mThreshold << endl;
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| 46 | Debug << "eps: " << mEps << endl;
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[1486] | 47 |
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| 48 | mStats.open("gvspreprocessor.log");
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[1460] | 49 | }
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| 50 |
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[1473] | 51 |
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[1500] | 52 | bool GvsPreprocessor::CheckDiscontinuity(const VssRay ¤tRay,
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| 53 | const Triangle3 &hitTriangle,
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| 54 | const VssRay &oldRay)
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[1460] | 55 | {
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[1500] | 56 | const float dist = Magnitude(oldRay.GetDir());
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| 57 | const float newDist = Magnitude(currentRay.GetDir());
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| 58 |
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| 59 | #if 0
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| 60 | if ((dist - newDist) > mThresHold)
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[1545] | 61 | #else
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| 62 | // rather take relative distance
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[1500] | 63 | if ((dist / newDist) > mThreshold)
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| 64 | #endif
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| 65 | {
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| 66 | VssRay *newRay = ReverseSampling(currentRay, hitTriangle, oldRay);
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[1521] | 67 | if (!HandleRay(newRay))
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[1528] | 68 | {
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[1521] | 69 | delete newRay;
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[1528] | 70 | }
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[1500] | 71 | return true;
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| 72 | }
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| 73 |
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[1486] | 74 | return false;
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| 75 | }
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[1473] | 76 |
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[1486] | 77 |
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[1521] | 78 | bool GvsPreprocessor::HandleRay(VssRay *vssRay)
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[1486] | 79 | {
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[1522] | 80 | mViewCellsManager->ComputeSampleContribution(*vssRay, true, false);
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[1528] | 81 |
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| 82 | // some pvs contribution for this ray?
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| 83 | if (vssRay->mPvsContribution > 0)
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| 84 | {
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[1533] | 85 | //cout << " h " << mSampleContriPerPass << " " << mSamplesPerPass << " " << mTotalSamples << endl;
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[1521] | 86 | mRayQueue.push(vssRay);
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[1566] | 87 | mVssRays.push_back(new VssRay(*vssRay));
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[1545] | 88 | ++ mSampleContriPerPass;
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[1533] | 89 |
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[1500] | 90 | return true;
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[1473] | 91 | }
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[1500] | 92 |
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| 93 | return false;
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[1460] | 94 | }
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| 95 |
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[1500] | 96 |
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| 97 | /** Creates 3 new vertices for triangle vertex with specified index.
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[1489] | 98 | */
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[1500] | 99 | static void CreateNewVertices(VertexContainer &vertices,
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| 100 | const Triangle3 &hitTriangle,
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| 101 | const VssRay &ray,
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| 102 | const int index,
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| 103 | const float eps)
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[1460] | 104 | {
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[1486] | 105 | const int indexU = (index + 1) % 3;
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| 106 | const int indexL = (index == 0) ? 2 : index - 1;
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| 107 |
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[1524] | 108 | const Vector3 a = hitTriangle.mVertices[index] - ray.GetOrigin();
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[1486] | 109 | const Vector3 b = hitTriangle.mVertices[indexU] - hitTriangle.mVertices[index];
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| 110 | const Vector3 c = hitTriangle.mVertices[index] - hitTriangle.mVertices[indexL];
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[1492] | 111 |
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[1533] | 112 | const float len = Magnitude(a);
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[1486] | 113 |
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[1523] | 114 | const Vector3 dir1 = Normalize(CrossProd(a, b)); //N((pi-xp)×(pi+1- pi));
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| 115 | const Vector3 dir2 = Normalize(CrossProd(a, c)); // N((pi-xp)×(pi- pi-1))
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[1524] | 116 | const Vector3 dir3 = DotProd(dir2, dir1) > 0 ? // N((pi-xp)×di,i-1+di,i+1×(pi-xp))
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| 117 | Normalize(dir2 + dir1) : Normalize(CrossProd(a, dir1) + CrossProd(dir2, a));
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[1492] | 118 |
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[1486] | 119 | // compute the new three hit points
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[1500] | 120 | // pi, i + 1: pi+ e·|pi-xp|·di, j
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| 121 | const Vector3 pt1 = hitTriangle.mVertices[index] + eps * len * dir1;
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| 122 | // pi, i - 1: pi+ e·|pi-xp|·di, j
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| 123 | const Vector3 pt2 = hitTriangle.mVertices[index] + eps * len * dir2;
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| 124 | // pi, i: pi+ e·|pi-xp|·di, j
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| 125 | const Vector3 pt3 = hitTriangle.mVertices[index] + eps * len * dir3;
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[1489] | 126 |
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[1524] | 127 | vertices.push_back(pt2);
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| 128 | vertices.push_back(pt3);
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[1500] | 129 | vertices.push_back(pt1);
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[1489] | 130 | }
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| 131 |
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| 132 |
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[1500] | 133 | void GvsPreprocessor::EnlargeTriangle(VertexContainer &vertices,
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| 134 | const Triangle3 &hitTriangle,
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| 135 | const VssRay &ray)
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| 136 | {
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| 137 | CreateNewVertices(vertices, hitTriangle, ray, 0, mEps);
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| 138 | CreateNewVertices(vertices, hitTriangle, ray, 1, mEps);
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| 139 | CreateNewVertices(vertices, hitTriangle, ray, 2, mEps);
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| 140 | }
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[1492] | 141 |
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[1500] | 142 |
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| 143 | static Vector3 CalcPredictedHitPoint(const VssRay &newRay,
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| 144 | const Triangle3 &hitTriangle,
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| 145 | const VssRay &oldRay)
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[1489] | 146 | {
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[1500] | 147 | Plane3 plane(hitTriangle.GetNormal(), hitTriangle.mVertices[0]);
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| 148 |
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| 149 | const Vector3 hitPt =
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| 150 | plane.FindIntersection(newRay.mTermination, newRay.mOrigin);
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| 151 |
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| 152 | return hitPt;
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| 153 | }
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| 154 |
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| 155 |
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| 156 | static bool EqualVisibility(const VssRay &a, const VssRay &b)
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| 157 | {
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| 158 | return a.mTerminationObject == b.mTerminationObject;
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| 159 | }
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| 160 |
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| 161 |
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| 162 | int GvsPreprocessor::SubdivideEdge(const Triangle3 &hitTriangle,
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| 163 | const Vector3 &p1,
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| 164 | const Vector3 &p2,
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| 165 | const VssRay &x,
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| 166 | const VssRay &y,
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| 167 | const VssRay &oldRay)
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| 168 | {
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| 169 | // the predicted hitpoint expects to hit the same mesh again
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| 170 | const Vector3 predictedHitX = CalcPredictedHitPoint(x, hitTriangle, oldRay);
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| 171 | const Vector3 predictedHitY = CalcPredictedHitPoint(y, hitTriangle, oldRay);
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| 172 |
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| 173 | CheckDiscontinuity(x, hitTriangle, oldRay);
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| 174 | CheckDiscontinuity(y, hitTriangle, oldRay);
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| 175 |
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| 176 | if (EqualVisibility(x, y))
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| 177 | {
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[1533] | 178 | return 0;
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[1500] | 179 | }
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| 180 | else
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| 181 | {
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[1533] | 182 | cout << "s";
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[1500] | 183 | const Vector3 p = (p1 + p2) * 0.5f;
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| 184 | SimpleRay sray(oldRay.mOrigin, p - oldRay.mOrigin);
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[1521] | 185 |
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[1566] | 186 | // cast ray into the new subdivision point
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[1563] | 187 | VssRay *newRay = mRayCaster->CastRay(sray, mViewCellsManager->GetViewSpaceBox(), false);
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[1545] | 188 | //cout << "\np1: " << p1 << "\np : " << p << "\np2: " << p2 << endl;
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[1551] | 189 | if (!newRay) return 0;
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| 190 |
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[1522] | 191 | const bool enqueued = HandleRay(newRay);
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[1521] | 192 |
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[1566] | 193 | // subdivide further
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[1500] | 194 | const int s1 = SubdivideEdge(hitTriangle, p1, p, x, *newRay, oldRay);
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| 195 | const int s2 = SubdivideEdge(hitTriangle, p, p2, *newRay, y, oldRay);
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[1533] | 196 |
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[1522] | 197 | if (!enqueued)
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[1521] | 198 | delete newRay;
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[1533] | 199 |
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| 200 | return s1 + s2 + 1;
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[1500] | 201 | }
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| 202 | }
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| 203 |
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| 204 |
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| 205 | int GvsPreprocessor::AdaptiveBorderSampling(const VssRay ¤tRay)
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| 206 | {
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[1486] | 207 | cout << "a";
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[1500] | 208 | Intersectable *tObj = currentRay.mTerminationObject;
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[1486] | 209 | Triangle3 hitTriangle;
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[1489] | 210 |
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| 211 | // other types not implemented yet
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| 212 | if (tObj->Type() == Intersectable::TRIANGLE_INTERSECTABLE)
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| 213 | {
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| 214 | hitTriangle = dynamic_cast<TriangleIntersectable *>(tObj)->GetItem();
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| 215 | }
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[1522] | 216 | else
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| 217 | {
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| 218 | cout << "not yet implemented" << endl;
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| 219 | }
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[1489] | 220 |
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[1500] | 221 | VertexContainer enlargedTriangle;
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| 222 |
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| 223 | /// create 3 new hit points for each vertex
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| 224 | EnlargeTriangle(enlargedTriangle, hitTriangle, currentRay);
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| 225 |
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| 226 | /// create rays from sample points and handle them
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[1492] | 227 | SimpleRayContainer simpleRays;
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| 228 | simpleRays.reserve(9);
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[1486] | 229 |
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[1500] | 230 | VertexContainer::const_iterator vit, vit_end = enlargedTriangle.end();
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[1486] | 231 |
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[1500] | 232 | for (vit = enlargedTriangle.begin(); vit != vit_end; ++ vit)
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| 233 | {
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| 234 | const Vector3 rayDir = (*vit) - currentRay.GetOrigin();
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[1528] | 235 | SimpleRay sr(currentRay.GetOrigin(), rayDir);
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| 236 | simpleRays.AddRay(sr);
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[1500] | 237 | }
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[1522] | 238 |
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[1566] | 239 | if (0)
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| 240 | {
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| 241 | VizStruct dummy;
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| 242 | dummy.enlargedTriangle = new Polygon3(enlargedTriangle);
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| 243 | dummy.originalTriangle = hitTriangle;
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| 244 | //dummy.ray = new VssRay(currentRay);
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| 245 | vizContainer.push_back(dummy);
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| 246 | }
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| 247 |
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[1524] | 248 | // cast rays to triangle vertices and determine visibility
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[1489] | 249 | VssRayContainer vssRays;
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[1528] | 250 | CastRays(simpleRays, vssRays, false, false);
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[1533] | 251 |
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[1492] | 252 | // add to ray queue
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| 253 | EnqueueRays(vssRays);
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[1528] | 254 |
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[1524] | 255 | const int n = (int)enlargedTriangle.size();
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[1533] | 256 | int castRays = (int)vssRays.size();
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| 257 | #if 1
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[1500] | 258 | // recursivly subdivide each edge
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[1524] | 259 | for (int i = 0; i < n; ++ i)
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[1500] | 260 | {
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[1533] | 261 | castRays += SubdivideEdge(
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[1500] | 262 | hitTriangle,
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| 263 | enlargedTriangle[i],
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[1524] | 264 | enlargedTriangle[(i + 1) % n],
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[1500] | 265 | *vssRays[i],
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[1524] | 266 | *vssRays[(i + 1) % n],
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[1500] | 267 | currentRay);
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| 268 | }
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[1522] | 269 | #endif
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[1533] | 270 |
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[1545] | 271 | mBorderSamples += castRays;
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[1533] | 272 | return castRays;
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[1473] | 273 | }
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| 274 |
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| 275 |
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[1500] | 276 | static Vector3 GetPassingPoint(const VssRay ¤tRay,
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[1533] | 277 | const Triangle3 &hitTriangle,
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| 278 | const VssRay &oldRay)
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[1473] | 279 | {
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[1500] | 280 | // intersect triangle plane with plane spanned by current samples
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| 281 | Plane3 plane(currentRay.GetOrigin(), currentRay.GetTermination(), oldRay.GetTermination());
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| 282 | Plane3 triPlane(hitTriangle.GetNormal(), hitTriangle.mVertices[0]);
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| 283 |
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| 284 | SimpleRay intersectLine = GetPlaneIntersection(plane, triPlane);
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| 285 |
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| 286 | // Evaluate new hitpoint just outside the triangle
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| 287 | const float factor = 0.95f;
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| 288 | float t = triPlane.FindT(intersectLine);
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| 289 | const Vector3 newPoint = intersectLine.mOrigin + t * factor * intersectLine.mDirection;
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| 290 |
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| 291 | return newPoint;
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| 292 | }
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| 293 |
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| 294 |
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| 295 | VssRay *GvsPreprocessor::ReverseSampling(const VssRay ¤tRay,
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| 296 | const Triangle3 &hitTriangle,
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| 297 | const VssRay &oldRay)
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| 298 | {
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[1533] | 299 | ++ mReverseSamples;
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| 300 |
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[1500] | 301 | //-- The plane p = (xp, hit(x), hit(xold)) is intersected
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| 302 | //-- with the newly found triangle (xold is the previous ray from
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| 303 | //-- which x was generated). On the intersecting line, we select a point
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| 304 | //-- pnew which lies just outside of the new triangle so the ray
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| 305 | //-- just passes by inside the gap
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| 306 | const Vector3 newPoint = GetPassingPoint(currentRay, hitTriangle, oldRay);
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| 307 | const Vector3 predicted = CalcPredictedHitPoint(currentRay, hitTriangle, oldRay);
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| 308 |
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| 309 | //-- Construct the mutated ray with xnew,dir = predicted(x)- pnew
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| 310 | //-- as direction vector
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| 311 | const Vector3 newDir = predicted - newPoint ;
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| 312 | // take xnew,p = intersect(viewcell, line(pnew, predicted(x)) as origin ?
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| 313 | // difficult to say!!
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| 314 | const Vector3 newOrigin = newDir * -5000.0f;
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| 315 |
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| 316 | return new VssRay(currentRay);
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[1473] | 317 | }
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| 318 |
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[1489] | 319 |
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| 320 | int GvsPreprocessor::CastInitialSamples(const int numSamples,
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| 321 | const int sampleType)
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| 322 | {
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[1473] | 323 | const long startTime = GetTime();
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| 324 |
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[1489] | 325 | // generate simple rays
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| 326 | SimpleRayContainer simpleRays;
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| 327 | GenerateRays(numSamples, sampleType, simpleRays);
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[1528] | 328 |
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[1489] | 329 | // generate vss rays
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[1473] | 330 | VssRayContainer samples;
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[1520] | 331 | CastRays(simpleRays, samples, true);
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[1489] | 332 | // add to ray queue
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[1492] | 333 | EnqueueRays(samples);
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[1533] | 334 |
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[1545] | 335 | //Debug << "generated " << numSamples << " samples in " << TimeDiff(startTime, GetTime()) * 1e-3 << " secs" << endl;
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[1473] | 336 |
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[1489] | 337 | return (int)samples.size();
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| 338 | }
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| 339 |
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| 340 |
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[1500] | 341 | void GvsPreprocessor::EnqueueRays(VssRayContainer &samples)
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[1489] | 342 | {
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[1486] | 343 | // add samples to ray queue
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[1473] | 344 | VssRayContainer::const_iterator vit, vit_end = samples.end();
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[1500] | 345 |
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[1473] | 346 | for (vit = samples.begin(); vit != vit_end; ++ vit)
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| 347 | {
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[1521] | 348 | HandleRay(*vit);
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[1460] | 349 | }
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| 350 | }
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| 351 |
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[1473] | 352 |
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[1486] | 353 | int GvsPreprocessor::Pass()
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[1460] | 354 | {
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[1528] | 355 | // reset samples
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[1533] | 356 | int castSamples = 0;
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| 357 | mSampleContriPerPass = 0;
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[1545] | 358 |
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[1533] | 359 | while (castSamples < mSamplesPerPass)
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[1528] | 360 | {
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[1473] | 361 | // Ray queue empty =>
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[1545] | 362 | // cast a number of uniform samples to fill ray queue
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| 363 | castSamples += CastInitialSamples(mInitialSamples, mSamplingType);
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[1533] | 364 | castSamples += ProcessQueue();
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[1545] | 365 | //cout << "\ncast " << castSamples << " samples in a processing pass" << endl;
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[1473] | 366 | }
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| 367 |
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[1533] | 368 | mTotalSampleContri += mSampleContriPerPass;
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| 369 | return castSamples;
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[1460] | 370 | }
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| 371 |
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[1473] | 372 |
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[1489] | 373 | int GvsPreprocessor::ProcessQueue()
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[1460] | 374 | {
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[1473] | 375 | int castSamples = 0;
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[1545] | 376 | ++ mGvsPass;
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[1473] | 377 |
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| 378 | while (!mRayQueue.empty())
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| 379 | {
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| 380 | // handle next ray
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[1500] | 381 | VssRay *ray = mRayQueue.top();
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[1473] | 382 | mRayQueue.pop();
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[1545] | 383 |
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[1501] | 384 | castSamples += AdaptiveBorderSampling(*ray);
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[1521] | 385 | delete ray;
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[1460] | 386 | }
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[1528] | 387 |
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[1473] | 388 | return castSamples;
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[1460] | 389 | }
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| 390 |
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| 391 |
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[1489] | 392 | bool GvsPreprocessor::ComputeVisibility()
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[1460] | 393 | {
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[1533] | 394 | cout << "Gvs Preprocessor started\n" << flush;
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[1545] | 395 | const long startTime = GetTime();
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[1533] | 396 |
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[1473] | 397 | Randomize(0);
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[1545] | 398 |
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| 399 | mPass = 0;
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| 400 | mGvsPass = 0;
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| 401 | mSampleContriPerPass = 0;
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| 402 | mTotalSampleContri = 0;
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| 403 | mReverseSamples = 0;
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| 404 | mBorderSamples = 0;
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| 405 |
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[1533] | 406 | int castSamples = 0;
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[1545] | 407 |
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[1486] | 408 | if (!mLoadViewCells)
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[1563] | 409 | {
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| 410 | /// construct the view cells from the scratch
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| 411 | ConstructViewCells();
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| 412 | cout << "finished view cell construction" << endl;
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[1486] | 413 | }
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[1551] | 414 | else if (1)
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[1563] | 415 | {
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[1551] | 416 | //-- load view cells from file
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| 417 | //-- test successful view cells loading by exporting them again
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| 418 | VssRayContainer dummies;
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| 419 | mViewCellsManager->Visualize(mObjects, dummies);
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[1563] | 420 | mViewCellsManager->ExportViewCells("test.xml.gz", mViewCellsManager->GetExportPvs(), mObjects);
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[1551] | 421 | }
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[1460] | 422 |
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[1533] | 423 | while (castSamples < mTotalSamples)
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[1473] | 424 | {
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[1533] | 425 | castSamples += Pass();
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[1528] | 426 |
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[1500] | 427 | ////////
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| 428 | //-- stats
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[1545] | 429 | cout << "\nPass " << mPass << " #samples: " << castSamples << " of " << mTotalSamples << endl;
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[1533] | 430 |
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[1486] | 431 | //mVssRays.PrintStatistics(mStats);
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[1545] | 432 | mStats
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| 433 | << "#Pass\n" << mPass << endl
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| 434 | << "#Time\n" << TimeDiff(startTime, GetTime())*1e-3 << endl
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| 435 | << "#TotalSamples\n" << castSamples << endl
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| 436 | << "#ScDiff\n" << mSampleContriPerPass << endl
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| 437 | << "#SamplesContri\n" << mTotalSampleContri << endl
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| 438 | << "#ReverseSamples\n" << mReverseSamples << endl
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| 439 | << "#BorderSamples\n" << mBorderSamples << endl
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| 440 | << "#GvsRuns\n" << mGvsPass << endl;
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[1460] | 441 |
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[1545] | 442 |
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[1473] | 443 | mViewCellsManager->PrintPvsStatistics(mStats);
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[1566] | 444 |
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| 445 | // visualization
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| 446 | // mViewCellsManager->Visualize(mVssRays);
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| 447 | CLEAR_CONTAINER(mVssRays);
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[1473] | 448 | // ComputeRenderError();
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[1545] | 449 | ++ mPass;
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[1460] | 450 | }
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| 451 |
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[1545] | 452 | cout << 2 * castSamples / (1e3f * TimeDiff(startTime, GetTime())) << "M rays/s" << endl;
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| 453 | Visualize();
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| 454 |
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[1473] | 455 | return true;
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[1460] | 456 | }
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| 457 |
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[1522] | 458 |
|
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| 459 | void GvsPreprocessor::Visualize()
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| 460 | {
|
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| 461 | Exporter *exporter = Exporter::GetExporter("gvs.wrl");
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| 462 |
|
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| 463 | if (!exporter)
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| 464 | return;
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| 465 |
|
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| 466 | vector<VizStruct>::const_iterator vit, vit_end = vizContainer.end();
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| 467 | for (vit = vizContainer.begin(); vit != vit_end; ++ vit)
|
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| 468 | {
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[1524] | 469 | exporter->SetWireframe();
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[1522] | 470 | exporter->ExportPolygon((*vit).enlargedTriangle);
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| 471 | //Material m;
|
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[1524] | 472 | exporter->SetFilled();
|
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| 473 | Polygon3 poly = Polygon3((*vit).originalTriangle);
|
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| 474 | exporter->ExportPolygon(&poly);
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[1522] | 475 | }
|
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| 476 |
|
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| 477 | exporter->ExportRays(mVssRays);
|
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| 478 | delete exporter;
|
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[1460] | 479 | }
|
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[1522] | 480 |
|
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| 481 | } |
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