[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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[1572] | 67 | // set flag for visualization
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[1571] | 68 | newRay->mFlags |= VssRay::ReverseSample;
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[1580] | 69 |
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[1570] | 70 | // ray is not pushed into the queue => can delete ray
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[1521] | 71 | if (!HandleRay(newRay))
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| 72 | delete newRay;
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[1570] | 73 |
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[1500] | 74 | return true;
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| 75 | }
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| 76 |
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[1486] | 77 | return false;
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| 78 | }
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[1473] | 79 |
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[1486] | 80 |
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[1521] | 81 | bool GvsPreprocessor::HandleRay(VssRay *vssRay)
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[1486] | 82 | {
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[1570] | 83 | const bool storeRaysForViz = true;
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| 84 | mViewCellsManager->ComputeSampleContribution(*vssRay, true, storeRaysForViz);
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[1528] | 85 |
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| 86 | // some pvs contribution for this ray?
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| 87 | if (vssRay->mPvsContribution > 0)
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| 88 | {
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[1580] | 89 | // add new ray to ray queue
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[1521] | 90 | mRayQueue.push(vssRay);
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[1570] | 91 |
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| 92 | if (storeRaysForViz)
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| 93 | {
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| 94 | ViewCellContainer::const_iterator vit, vit_end = vssRay->mViewCells.end();
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| 95 | for (vit = vssRay->mViewCells.begin(); vit != vit_end; ++ vit)
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| 96 | {
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[1571] | 97 | VssRay *nray = new VssRay(*vssRay);
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[1580] | 98 | (*vit)->mVssRays.push_back(nray);
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[1570] | 99 | }
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| 100 | }
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| 101 | //mVssRays.push_back(new VssRay(*vssRay));
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[1545] | 102 | ++ mSampleContriPerPass;
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[1533] | 103 |
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[1500] | 104 | return true;
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[1473] | 105 | }
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[1500] | 106 |
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| 107 | return false;
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[1460] | 108 | }
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| 109 |
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[1500] | 110 |
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| 111 | /** Creates 3 new vertices for triangle vertex with specified index.
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[1489] | 112 | */
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[1500] | 113 | static void CreateNewVertices(VertexContainer &vertices,
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| 114 | const Triangle3 &hitTriangle,
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| 115 | const VssRay &ray,
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| 116 | const int index,
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| 117 | const float eps)
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[1460] | 118 | {
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[1486] | 119 | const int indexU = (index + 1) % 3;
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| 120 | const int indexL = (index == 0) ? 2 : index - 1;
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| 121 |
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[1524] | 122 | const Vector3 a = hitTriangle.mVertices[index] - ray.GetOrigin();
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[1486] | 123 | const Vector3 b = hitTriangle.mVertices[indexU] - hitTriangle.mVertices[index];
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| 124 | const Vector3 c = hitTriangle.mVertices[index] - hitTriangle.mVertices[indexL];
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[1492] | 125 |
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[1533] | 126 | const float len = Magnitude(a);
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[1486] | 127 |
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[1523] | 128 | const Vector3 dir1 = Normalize(CrossProd(a, b)); //N((pi-xp)×(pi+1- pi));
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| 129 | const Vector3 dir2 = Normalize(CrossProd(a, c)); // N((pi-xp)×(pi- pi-1))
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[1524] | 130 | const Vector3 dir3 = DotProd(dir2, dir1) > 0 ? // N((pi-xp)×di,i-1+di,i+1×(pi-xp))
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| 131 | Normalize(dir2 + dir1) : Normalize(CrossProd(a, dir1) + CrossProd(dir2, a));
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[1492] | 132 |
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[1486] | 133 | // compute the new three hit points
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[1500] | 134 | // pi, i + 1: pi+ e·|pi-xp|·di, j
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| 135 | const Vector3 pt1 = hitTriangle.mVertices[index] + eps * len * dir1;
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| 136 | // pi, i - 1: pi+ e·|pi-xp|·di, j
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| 137 | const Vector3 pt2 = hitTriangle.mVertices[index] + eps * len * dir2;
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| 138 | // pi, i: pi+ e·|pi-xp|·di, j
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| 139 | const Vector3 pt3 = hitTriangle.mVertices[index] + eps * len * dir3;
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[1489] | 140 |
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[1524] | 141 | vertices.push_back(pt2);
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| 142 | vertices.push_back(pt3);
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[1500] | 143 | vertices.push_back(pt1);
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[1489] | 144 | }
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| 145 |
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| 146 |
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[1500] | 147 | void GvsPreprocessor::EnlargeTriangle(VertexContainer &vertices,
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| 148 | const Triangle3 &hitTriangle,
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| 149 | const VssRay &ray)
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| 150 | {
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| 151 | CreateNewVertices(vertices, hitTriangle, ray, 0, mEps);
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| 152 | CreateNewVertices(vertices, hitTriangle, ray, 1, mEps);
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| 153 | CreateNewVertices(vertices, hitTriangle, ray, 2, mEps);
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| 154 | }
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[1492] | 155 |
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[1500] | 156 |
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| 157 | static Vector3 CalcPredictedHitPoint(const VssRay &newRay,
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| 158 | const Triangle3 &hitTriangle,
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| 159 | const VssRay &oldRay)
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[1489] | 160 | {
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[1500] | 161 | Plane3 plane(hitTriangle.GetNormal(), hitTriangle.mVertices[0]);
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| 162 |
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| 163 | const Vector3 hitPt =
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| 164 | plane.FindIntersection(newRay.mTermination, newRay.mOrigin);
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| 165 |
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| 166 | return hitPt;
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| 167 | }
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| 168 |
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| 169 |
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| 170 | static bool EqualVisibility(const VssRay &a, const VssRay &b)
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| 171 | {
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| 172 | return a.mTerminationObject == b.mTerminationObject;
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| 173 | }
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| 174 |
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| 175 |
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| 176 | int GvsPreprocessor::SubdivideEdge(const Triangle3 &hitTriangle,
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| 177 | const Vector3 &p1,
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| 178 | const Vector3 &p2,
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| 179 | const VssRay &x,
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| 180 | const VssRay &y,
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| 181 | const VssRay &oldRay)
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| 182 | {
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| 183 | // the predicted hitpoint expects to hit the same mesh again
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| 184 | const Vector3 predictedHitX = CalcPredictedHitPoint(x, hitTriangle, oldRay);
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| 185 | const Vector3 predictedHitY = CalcPredictedHitPoint(y, hitTriangle, oldRay);
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| 186 |
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| 187 | CheckDiscontinuity(x, hitTriangle, oldRay);
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| 188 | CheckDiscontinuity(y, hitTriangle, oldRay);
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| 189 |
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| 190 | if (EqualVisibility(x, y))
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| 191 | {
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[1533] | 192 | return 0;
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[1500] | 193 | }
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| 194 | else
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| 195 | {
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[1533] | 196 | cout << "s";
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[1500] | 197 | const Vector3 p = (p1 + p2) * 0.5f;
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| 198 | SimpleRay sray(oldRay.mOrigin, p - oldRay.mOrigin);
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[1521] | 199 |
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[1566] | 200 | // cast ray into the new subdivision point
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[1563] | 201 | VssRay *newRay = mRayCaster->CastRay(sray, mViewCellsManager->GetViewSpaceBox(), false);
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[1571] | 202 |
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[1551] | 203 | if (!newRay) return 0;
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[1580] | 204 |
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| 205 | newRay->mFlags |= VssRay::BorderSample;
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| 206 |
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| 207 | // add new ray to queue
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[1522] | 208 | const bool enqueued = HandleRay(newRay);
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[1521] | 209 |
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[1566] | 210 | // subdivide further
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[1500] | 211 | const int s1 = SubdivideEdge(hitTriangle, p1, p, x, *newRay, oldRay);
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| 212 | const int s2 = SubdivideEdge(hitTriangle, p, p2, *newRay, y, oldRay);
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[1533] | 213 |
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[1522] | 214 | if (!enqueued)
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[1521] | 215 | delete newRay;
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[1533] | 216 |
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| 217 | return s1 + s2 + 1;
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[1500] | 218 | }
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| 219 | }
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| 220 |
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| 221 |
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| 222 | int GvsPreprocessor::AdaptiveBorderSampling(const VssRay ¤tRay)
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| 223 | {
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[1486] | 224 | cout << "a";
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[1500] | 225 | Intersectable *tObj = currentRay.mTerminationObject;
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[1486] | 226 | Triangle3 hitTriangle;
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[1489] | 227 |
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| 228 | // other types not implemented yet
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| 229 | if (tObj->Type() == Intersectable::TRIANGLE_INTERSECTABLE)
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| 230 | {
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| 231 | hitTriangle = dynamic_cast<TriangleIntersectable *>(tObj)->GetItem();
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| 232 | }
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[1522] | 233 | else
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| 234 | {
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| 235 | cout << "not yet implemented" << endl;
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| 236 | }
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[1489] | 237 |
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[1500] | 238 | VertexContainer enlargedTriangle;
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| 239 |
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| 240 | /// create 3 new hit points for each vertex
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| 241 | EnlargeTriangle(enlargedTriangle, hitTriangle, currentRay);
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| 242 |
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| 243 | /// create rays from sample points and handle them
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[1492] | 244 | SimpleRayContainer simpleRays;
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| 245 | simpleRays.reserve(9);
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[1486] | 246 |
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[1500] | 247 | VertexContainer::const_iterator vit, vit_end = enlargedTriangle.end();
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[1486] | 248 |
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[1500] | 249 | for (vit = enlargedTriangle.begin(); vit != vit_end; ++ vit)
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| 250 | {
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| 251 | const Vector3 rayDir = (*vit) - currentRay.GetOrigin();
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[1528] | 252 | SimpleRay sr(currentRay.GetOrigin(), rayDir);
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| 253 | simpleRays.AddRay(sr);
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[1500] | 254 | }
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[1522] | 255 |
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[1566] | 256 | if (0)
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| 257 | {
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| 258 | VizStruct dummy;
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| 259 | dummy.enlargedTriangle = new Polygon3(enlargedTriangle);
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| 260 | dummy.originalTriangle = hitTriangle;
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| 261 | //dummy.ray = new VssRay(currentRay);
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| 262 | vizContainer.push_back(dummy);
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| 263 | }
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| 264 |
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[1524] | 265 | // cast rays to triangle vertices and determine visibility
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[1489] | 266 | VssRayContainer vssRays;
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[1528] | 267 | CastRays(simpleRays, vssRays, false, false);
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[1533] | 268 |
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[1580] | 269 | // set flags
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| 270 | VssRayContainer::const_iterator rit, rit_end = vssRays.end();
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| 271 | for (rit = vssRays.begin(); rit != rit_end; ++ rit)
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[1595] | 272 | {
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[1580] | 273 | (*rit)->mFlags |= VssRay::BorderSample;
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| 274 | }
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[1595] | 275 |
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[1492] | 276 | // add to ray queue
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| 277 | EnqueueRays(vssRays);
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[1528] | 278 |
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[1524] | 279 | const int n = (int)enlargedTriangle.size();
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[1533] | 280 | int castRays = (int)vssRays.size();
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[1571] | 281 |
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[1500] | 282 | // recursivly subdivide each edge
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[1595] | 283 | for (int i = 0; 1 && (i < n); ++ i)
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[1500] | 284 | {
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[1533] | 285 | castRays += SubdivideEdge(
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[1500] | 286 | hitTriangle,
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| 287 | enlargedTriangle[i],
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[1524] | 288 | enlargedTriangle[(i + 1) % n],
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[1500] | 289 | *vssRays[i],
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[1524] | 290 | *vssRays[(i + 1) % n],
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[1500] | 291 | currentRay);
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| 292 | }
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[1533] | 293 |
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[1545] | 294 | mBorderSamples += castRays;
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[1533] | 295 | return castRays;
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[1473] | 296 | }
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| 297 |
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| 298 |
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[1500] | 299 | static Vector3 GetPassingPoint(const VssRay ¤tRay,
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[1533] | 300 | const Triangle3 &hitTriangle,
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| 301 | const VssRay &oldRay)
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[1473] | 302 | {
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[1500] | 303 | // intersect triangle plane with plane spanned by current samples
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| 304 | Plane3 plane(currentRay.GetOrigin(), currentRay.GetTermination(), oldRay.GetTermination());
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| 305 | Plane3 triPlane(hitTriangle.GetNormal(), hitTriangle.mVertices[0]);
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| 306 |
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| 307 | SimpleRay intersectLine = GetPlaneIntersection(plane, triPlane);
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| 308 |
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| 309 | // Evaluate new hitpoint just outside the triangle
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| 310 | const float factor = 0.95f;
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| 311 | float t = triPlane.FindT(intersectLine);
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| 312 | const Vector3 newPoint = intersectLine.mOrigin + t * factor * intersectLine.mDirection;
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| 313 |
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| 314 | return newPoint;
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| 315 | }
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| 316 |
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| 317 |
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| 318 | VssRay *GvsPreprocessor::ReverseSampling(const VssRay ¤tRay,
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| 319 | const Triangle3 &hitTriangle,
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| 320 | const VssRay &oldRay)
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| 321 | {
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| 322 | //-- The plane p = (xp, hit(x), hit(xold)) is intersected
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| 323 | //-- with the newly found triangle (xold is the previous ray from
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| 324 | //-- which x was generated). On the intersecting line, we select a point
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| 325 | //-- pnew which lies just outside of the new triangle so the ray
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| 326 | //-- just passes by inside the gap
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| 327 | const Vector3 newPoint = GetPassingPoint(currentRay, hitTriangle, oldRay);
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| 328 | const Vector3 predicted = CalcPredictedHitPoint(currentRay, hitTriangle, oldRay);
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| 329 |
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| 330 | //-- Construct the mutated ray with xnew,dir = predicted(x)- pnew
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| 331 | //-- as direction vector
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| 332 | const Vector3 newDir = predicted - newPoint ;
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| 333 | // take xnew,p = intersect(viewcell, line(pnew, predicted(x)) as origin ?
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| 334 | // difficult to say!!
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| 335 | const Vector3 newOrigin = newDir * -5000.0f;
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| 336 |
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[1571] | 337 | ++ mReverseSamples;
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| 338 |
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[1500] | 339 | return new VssRay(currentRay);
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[1473] | 340 | }
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| 341 |
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[1489] | 342 |
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| 343 | int GvsPreprocessor::CastInitialSamples(const int numSamples,
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| 344 | const int sampleType)
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| 345 | {
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[1473] | 346 | const long startTime = GetTime();
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[1595] | 347 |
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[1489] | 348 | // generate simple rays
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| 349 | SimpleRayContainer simpleRays;
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| 350 | GenerateRays(numSamples, sampleType, simpleRays);
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[1528] | 351 |
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[1489] | 352 | // generate vss rays
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[1473] | 353 | VssRayContainer samples;
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[1520] | 354 | CastRays(simpleRays, samples, true);
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[1489] | 355 | // add to ray queue
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[1492] | 356 | EnqueueRays(samples);
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[1533] | 357 |
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[1545] | 358 | //Debug << "generated " << numSamples << " samples in " << TimeDiff(startTime, GetTime()) * 1e-3 << " secs" << endl;
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[1489] | 359 | return (int)samples.size();
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| 360 | }
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| 361 |
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| 362 |
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[1500] | 363 | void GvsPreprocessor::EnqueueRays(VssRayContainer &samples)
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[1489] | 364 | {
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[1486] | 365 | // add samples to ray queue
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[1473] | 366 | VssRayContainer::const_iterator vit, vit_end = samples.end();
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[1576] | 367 | for (vit = samples.begin(); vit != vit_end; ++ vit)
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[1473] | 368 | {
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[1521] | 369 | HandleRay(*vit);
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[1460] | 370 | }
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| 371 | }
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| 372 |
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[1473] | 373 |
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[1486] | 374 | int GvsPreprocessor::Pass()
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[1460] | 375 | {
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[1528] | 376 | // reset samples
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[1533] | 377 | int castSamples = 0;
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| 378 | mSampleContriPerPass = 0;
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[1545] | 379 |
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[1533] | 380 | while (castSamples < mSamplesPerPass)
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[1528] | 381 | {
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[1473] | 382 | // Ray queue empty =>
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[1545] | 383 | // cast a number of uniform samples to fill ray queue
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| 384 | castSamples += CastInitialSamples(mInitialSamples, mSamplingType);
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[1533] | 385 | castSamples += ProcessQueue();
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[1545] | 386 | //cout << "\ncast " << castSamples << " samples in a processing pass" << endl;
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[1473] | 387 | }
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| 388 |
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[1533] | 389 | mTotalSampleContri += mSampleContriPerPass;
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| 390 | return castSamples;
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[1460] | 391 | }
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| 392 |
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[1473] | 393 |
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[1489] | 394 | int GvsPreprocessor::ProcessQueue()
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[1460] | 395 | {
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[1473] | 396 | int castSamples = 0;
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[1545] | 397 | ++ mGvsPass;
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[1473] | 398 |
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| 399 | while (!mRayQueue.empty())
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| 400 | {
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| 401 | // handle next ray
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[1500] | 402 | VssRay *ray = mRayQueue.top();
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[1473] | 403 | mRayQueue.pop();
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[1545] | 404 |
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[1501] | 405 | castSamples += AdaptiveBorderSampling(*ray);
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[1521] | 406 | delete ray;
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[1460] | 407 | }
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[1528] | 408 |
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[1473] | 409 | return castSamples;
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[1460] | 410 | }
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| 411 |
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| 412 |
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[1489] | 413 | bool GvsPreprocessor::ComputeVisibility()
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[1460] | 414 | {
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[1533] | 415 | cout << "Gvs Preprocessor started\n" << flush;
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[1545] | 416 | const long startTime = GetTime();
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[1533] | 417 |
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[1473] | 418 | Randomize(0);
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[1545] | 419 |
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| 420 | mPass = 0;
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| 421 | mGvsPass = 0;
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| 422 | mSampleContriPerPass = 0;
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| 423 | mTotalSampleContri = 0;
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| 424 | mReverseSamples = 0;
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| 425 | mBorderSamples = 0;
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| 426 |
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[1533] | 427 | int castSamples = 0;
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[1545] | 428 |
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[1486] | 429 | if (!mLoadViewCells)
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[1563] | 430 | {
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| 431 | /// construct the view cells from the scratch
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| 432 | ConstructViewCells();
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[1580] | 433 | // reset pvs already gathered during view cells construction
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| 434 | mViewCellsManager->ResetPvs();
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[1563] | 435 | cout << "finished view cell construction" << endl;
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[1486] | 436 | }
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[1571] | 437 | else if (0)
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[1563] | 438 | {
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[1551] | 439 | //-- load view cells from file
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| 440 | //-- test successful view cells loading by exporting them again
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| 441 | VssRayContainer dummies;
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| 442 | mViewCellsManager->Visualize(mObjects, dummies);
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[1563] | 443 | mViewCellsManager->ExportViewCells("test.xml.gz", mViewCellsManager->GetExportPvs(), mObjects);
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[1551] | 444 | }
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[1460] | 445 |
|
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[1533] | 446 | while (castSamples < mTotalSamples)
|
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[1473] | 447 | {
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[1533] | 448 | castSamples += Pass();
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[1528] | 449 |
|
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[1500] | 450 | ////////
|
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| 451 | //-- stats
|
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[1545] | 452 | cout << "\nPass " << mPass << " #samples: " << castSamples << " of " << mTotalSamples << endl;
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[1533] | 453 |
|
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[1486] | 454 | //mVssRays.PrintStatistics(mStats);
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[1545] | 455 | mStats
|
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| 456 | << "#Pass\n" << mPass << endl
|
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| 457 | << "#Time\n" << TimeDiff(startTime, GetTime())*1e-3 << endl
|
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| 458 | << "#TotalSamples\n" << castSamples << endl
|
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| 459 | << "#ScDiff\n" << mSampleContriPerPass << endl
|
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| 460 | << "#SamplesContri\n" << mTotalSampleContri << endl
|
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| 461 | << "#ReverseSamples\n" << mReverseSamples << endl
|
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| 462 | << "#BorderSamples\n" << mBorderSamples << endl
|
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| 463 | << "#GvsRuns\n" << mGvsPass << endl;
|
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[1460] | 464 |
|
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[1473] | 465 | mViewCellsManager->PrintPvsStatistics(mStats);
|
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[1566] | 466 |
|
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[1570] | 467 | char str[64]; sprintf(str, "tmp/pass%04d-", mPass);
|
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| 468 |
|
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[1571] | 469 | // visualization
|
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| 470 | if (mSampleContriPerPass > 0)
|
---|
| 471 | {
|
---|
| 472 | const bool exportRays = true;
|
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| 473 | const bool exportPvs = true;
|
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| 474 |
|
---|
| 475 | mViewCellsManager->ExportSingleViewCells(mObjects, 10, false, exportPvs, exportRays, 1000, str);
|
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| 476 | }
|
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| 477 |
|
---|
[1570] | 478 | // remove pass samples
|
---|
| 479 | ViewCellContainer::const_iterator vit, vit_end = mViewCellsManager->GetViewCells().end();
|
---|
| 480 | for (vit = mViewCellsManager->GetViewCells().begin(); vit != vit_end; ++ vit)
|
---|
| 481 | {
|
---|
| 482 | CLEAR_CONTAINER((*vit)->mVssRays);
|
---|
| 483 | }
|
---|
| 484 |
|
---|
[1566] | 485 | CLEAR_CONTAINER(mVssRays);
|
---|
[1473] | 486 | // ComputeRenderError();
|
---|
[1545] | 487 | ++ mPass;
|
---|
[1460] | 488 | }
|
---|
| 489 |
|
---|
[1545] | 490 | cout << 2 * castSamples / (1e3f * TimeDiff(startTime, GetTime())) << "M rays/s" << endl;
|
---|
| 491 | Visualize();
|
---|
| 492 |
|
---|
[1473] | 493 | return true;
|
---|
[1460] | 494 | }
|
---|
| 495 |
|
---|
[1522] | 496 |
|
---|
| 497 | void GvsPreprocessor::Visualize()
|
---|
| 498 | {
|
---|
| 499 | Exporter *exporter = Exporter::GetExporter("gvs.wrl");
|
---|
| 500 |
|
---|
| 501 | if (!exporter)
|
---|
| 502 | return;
|
---|
| 503 |
|
---|
| 504 | vector<VizStruct>::const_iterator vit, vit_end = vizContainer.end();
|
---|
| 505 | for (vit = vizContainer.begin(); vit != vit_end; ++ vit)
|
---|
| 506 | {
|
---|
[1524] | 507 | exporter->SetWireframe();
|
---|
[1522] | 508 | exporter->ExportPolygon((*vit).enlargedTriangle);
|
---|
| 509 | //Material m;
|
---|
[1524] | 510 | exporter->SetFilled();
|
---|
| 511 | Polygon3 poly = Polygon3((*vit).originalTriangle);
|
---|
| 512 | exporter->ExportPolygon(&poly);
|
---|
[1522] | 513 | }
|
---|
| 514 |
|
---|
| 515 | exporter->ExportRays(mVssRays);
|
---|
| 516 | delete exporter;
|
---|
[1460] | 517 | }
|
---|
[1522] | 518 |
|
---|
| 519 | } |
---|