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