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 | #include "SamplingStrategy.h"
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12 |
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13 |
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14 | namespace GtpVisibilityPreprocessor
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15 | {
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16 |
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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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23 |
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24 | static vector<VizStruct> vizContainer;
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25 |
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26 | GvsPreprocessor::GvsPreprocessor():
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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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34 | {
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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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39 | Environment::GetSingleton()->GetFloatValue("GvsPreprocessor.threshold", mThreshold);
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40 |
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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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45 | Debug << "threshold: " << mThreshold << endl;
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46 | Debug << "eps: " << mEps << endl;
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47 |
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48 | mStats.open("gvspreprocessor.log");
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49 | }
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50 |
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51 |
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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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55 | {
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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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61 | #else
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62 | // rather take relative distance
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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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67 | // set flag for visualization
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68 | newRay->mFlags |= VssRay::ReverseSample;
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69 |
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70 | // ray is not pushed into the queue => can delete ray
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71 | if (!HandleRay(newRay))
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72 | delete newRay;
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73 |
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74 | return true;
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75 | }
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76 |
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77 | return false;
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78 | }
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79 |
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80 |
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81 | bool GvsPreprocessor::HandleRay(VssRay *vssRay)
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82 | {
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83 | const bool storeRaysForViz = true;
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84 | mViewCellsManager->ComputeSampleContribution(*vssRay, true, storeRaysForViz);
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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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89 | // add new ray to ray queue
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90 | mRayQueue.push(vssRay);
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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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97 | VssRay *nray = new VssRay(*vssRay);
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98 | (*vit)->GetOrCreateRays()->push_back(nray);
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99 | }
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100 | }
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101 | //mVssRays.push_back(new VssRay(*vssRay));
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102 | ++ mSampleContriPerPass;
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103 |
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104 | return true;
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105 | }
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106 |
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107 | return false;
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108 | }
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109 |
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110 |
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111 | /** Creates 3 new vertices for triangle vertex with specified index.
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112 | */
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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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118 | {
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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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122 | const Vector3 a = hitTriangle.mVertices[index] - ray.GetOrigin();
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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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125 |
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126 | const float len = Magnitude(a);
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127 |
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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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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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132 |
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133 | // compute the new three hit points
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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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140 |
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141 | vertices.push_back(pt2);
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142 | vertices.push_back(pt3);
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143 | vertices.push_back(pt1);
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144 | }
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145 |
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146 |
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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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155 |
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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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160 | {
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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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192 | return 0;
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193 | }
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194 | else
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195 | {
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196 | cout << "s";
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197 | const Vector3 p = (p1 + p2) * 0.5f;
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198 | SimpleRay sray(oldRay.mOrigin, p - oldRay.mOrigin);
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199 |
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200 | // cast ray into the new subdivision point
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201 | VssRay *newRay = mRayCaster->CastRay(sray, mViewCellsManager->GetViewSpaceBox(), false);
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202 |
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203 | if (!newRay) return 0;
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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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208 | const bool enqueued = HandleRay(newRay);
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209 |
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210 | // subdivide further
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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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213 |
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214 | if (!enqueued)
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215 | delete newRay;
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216 |
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217 | return s1 + s2 + 1;
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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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224 | cout << "a";
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225 | Intersectable *tObj = currentRay.mTerminationObject;
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226 | Triangle3 hitTriangle;
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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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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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237 |
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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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244 | SimpleRayContainer simpleRays;
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245 | simpleRays.reserve(9);
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246 |
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247 | VertexContainer::const_iterator vit, vit_end = enlargedTriangle.end();
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248 |
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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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252 | SimpleRay sr(currentRay.GetOrigin(), rayDir);
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253 | simpleRays.AddRay(sr);
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254 | }
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255 |
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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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265 | // cast rays to triangle vertices and determine visibility
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266 | VssRayContainer vssRays;
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267 | CastRays(simpleRays, vssRays, false, false);
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268 |
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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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272 | {
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273 | (*rit)->mFlags |= VssRay::BorderSample;
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274 | }
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275 |
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276 | // add to ray queue
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277 | EnqueueRays(vssRays);
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278 |
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279 | const int n = (int)enlargedTriangle.size();
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280 | int castRays = (int)vssRays.size();
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281 |
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282 | // recursivly subdivide each edge
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283 | for (int i = 0; 1 && (i < n); ++ i)
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284 | {
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285 | castRays += SubdivideEdge(
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286 | hitTriangle,
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287 | enlargedTriangle[i],
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288 | enlargedTriangle[(i + 1) % n],
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289 | *vssRays[i],
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290 | *vssRays[(i + 1) % n],
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291 | currentRay);
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292 | }
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293 |
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294 | mBorderSamples += castRays;
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295 | return castRays;
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296 | }
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297 |
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298 |
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299 | static Vector3 GetPassingPoint(const VssRay ¤tRay,
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300 | const Triangle3 &hitTriangle,
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301 | const VssRay &oldRay)
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302 | {
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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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337 | ++ mReverseSamples;
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338 |
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339 | return new VssRay(currentRay);
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340 | }
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341 |
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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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346 | const long startTime = GetTime();
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347 |
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348 | // generate simple rays
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349 | SimpleRayContainer simpleRays;
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350 | GenerateRays(numSamples, sampleType, simpleRays);
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351 |
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352 | // generate vss rays
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353 | VssRayContainer samples;
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354 | CastRays(simpleRays, samples, true);
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355 | // add to ray queue
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356 | EnqueueRays(samples);
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357 |
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358 | //Debug << "generated " << numSamples << " samples in " << TimeDiff(startTime, GetTime()) * 1e-3 << " secs" << endl;
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359 | return (int)samples.size();
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360 | }
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361 |
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362 |
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363 | void GvsPreprocessor::EnqueueRays(VssRayContainer &samples)
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364 | {
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365 | // add samples to ray queue
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366 | VssRayContainer::const_iterator vit, vit_end = samples.end();
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367 | for (vit = samples.begin(); vit != vit_end; ++ vit)
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368 | {
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369 | HandleRay(*vit);
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370 | }
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371 | }
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372 |
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373 |
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374 | int GvsPreprocessor::Pass()
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375 | {
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376 | // reset samples
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377 | int castSamples = 0;
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378 | mSampleContriPerPass = 0;
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379 |
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380 | while (castSamples < mSamplesPerPass)
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381 | {
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382 | // Ray queue empty =>
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383 | // cast a number of uniform samples to fill ray queue
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384 | castSamples += CastInitialSamples(mInitialSamples, mSamplingType);
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385 | castSamples += ProcessQueue();
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386 | //cout << "\ncast " << castSamples << " samples in a processing pass" << endl;
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387 | }
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388 |
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389 | mTotalSampleContri += mSampleContriPerPass;
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390 | return castSamples;
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391 | }
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392 |
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393 |
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394 | int GvsPreprocessor::ProcessQueue()
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395 | {
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396 | int castSamples = 0;
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397 | ++ mGvsPass;
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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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402 | VssRay *ray = mRayQueue.top();
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403 | mRayQueue.pop();
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404 |
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405 | castSamples += AdaptiveBorderSampling(*ray);
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406 | delete ray;
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407 | }
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408 |
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409 | return castSamples;
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410 | }
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411 |
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412 |
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413 | bool GvsPreprocessor::ComputeVisibility()
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414 | {
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415 | cout << "Gvs Preprocessor started\n" << flush;
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416 | const long startTime = GetTime();
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417 |
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418 | Randomize(0);
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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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427 | int castSamples = 0;
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428 |
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429 | if (!mLoadViewCells)
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430 | {
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431 | /// construct the view cells from the scratch
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432 | ConstructViewCells();
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433 | // reset pvs already gathered during view cells construction
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434 | mViewCellsManager->ResetPvs();
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435 | cout << "finished view cell construction" << endl;
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436 | }
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437 | else if (0)
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438 | {
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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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443 | mViewCellsManager->ExportViewCells("test.xml.gz", mViewCellsManager->GetExportPvs(), mObjects);
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444 | }
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445 |
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446 | while (castSamples < mTotalSamples)
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447 | {
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448 | castSamples += Pass();
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449 |
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450 | ////////
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451 | //-- stats
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452 | cout << "\nPass " << mPass << " #samples: " << castSamples << " of " << mTotalSamples << endl;
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453 |
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454 | //mVssRays.PrintStatistics(mStats);
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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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464 |
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465 | mViewCellsManager->PrintPvsStatistics(mStats);
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466 |
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467 | char str[64]; sprintf(str, "tmp/pass%04d-", mPass);
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468 |
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469 | // visualization
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470 | if (mSampleContriPerPass > 0)
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471 | {
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472 | const bool exportRays = true;
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473 | const bool exportPvs = true;
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474 |
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475 | mViewCellsManager->ExportSingleViewCells(mObjects, 10, false, exportPvs, exportRays, 1000, str);
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476 | }
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477 |
|
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478 | // remove pass samples
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479 | ViewCellContainer::const_iterator vit, vit_end = mViewCellsManager->GetViewCells().end();
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480 | for (vit = mViewCellsManager->GetViewCells().begin(); vit != vit_end; ++ vit)
|
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481 | {
|
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482 | (*vit)->DelRayRefs();
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483 | }
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484 |
|
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485 | //CLEAR_CONTAINER(mVssRays);
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486 | // ComputeRenderError();
|
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487 | ++ mPass;
|
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488 | }
|
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489 |
|
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490 | cout << 2 * castSamples / (1e3f * TimeDiff(startTime, GetTime())) << "M rays/s" << endl;
|
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491 | Visualize();
|
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492 |
|
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493 | return true;
|
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494 | }
|
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495 |
|
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496 |
|
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497 | void GvsPreprocessor::Visualize()
|
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498 | {
|
---|
499 | Exporter *exporter = Exporter::GetExporter("gvs.wrl");
|
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500 |
|
---|
501 | if (!exporter)
|
---|
502 | return;
|
---|
503 |
|
---|
504 | vector<VizStruct>::const_iterator vit, vit_end = vizContainer.end();
|
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505 | for (vit = vizContainer.begin(); vit != vit_end; ++ vit)
|
---|
506 | {
|
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507 | exporter->SetWireframe();
|
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508 | exporter->ExportPolygon((*vit).enlargedTriangle);
|
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509 | //Material m;
|
---|
510 | exporter->SetFilled();
|
---|
511 | Polygon3 poly = Polygon3((*vit).originalTriangle);
|
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512 | exporter->ExportPolygon(&poly);
|
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513 | }
|
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514 |
|
---|
515 | exporter->ExportRays(mVssRays);
|
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516 | delete exporter;
|
---|
517 | }
|
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518 |
|
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519 | } |
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