1 | #ifndef _GvsPreprocessor_H__
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2 | #define _GvsPreprocessor_H__
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3 |
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4 | #include <fstream>
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5 | #include <stack>
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6 | using namespace std;
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7 |
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8 | #include "Preprocessor.h"
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9 |
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10 | namespace GtpVisibilityPreprocessor {
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11 |
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12 | class Exporter;
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13 | class VssRay;
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14 |
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15 | /** View space partition statistics.
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16 | */
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17 | class GvsStatistics: public StatisticsBase
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18 | {
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19 | public:
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20 |
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21 | /// Constructor
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22 | GvsStatistics()
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23 | {
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24 | Reset();
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25 | }
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26 |
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27 | void Reset()
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28 | {
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29 | mPass = 0;
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30 | mTotalSamples = 0;
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31 | mPassContribution = 0;
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32 | mTotalContribution = 0;
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33 | mReverseSamples = 0;
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34 | mBorderSamples = 0;
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35 | mGvsPass = 0;
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36 | }
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37 |
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38 |
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39 | public:
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40 |
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41 | int mPass;
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42 | int mTotalSamples;
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43 | int mPassContribution;
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44 | int mTotalContribution;
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45 | int mReverseSamples;
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46 | int mBorderSamples;
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47 | int mGvsPass;
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48 |
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49 | void Print(ostream &app) const;
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50 |
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51 | friend ostream &operator<<(ostream &s, const GvsStatistics &stat)
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52 | {
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53 | stat.Print(s);
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54 | return s;
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55 | }
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56 | };
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57 |
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58 |
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59 | /** Sampling based visibility preprocessing. The implementation is
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60 | based on heuristical sampling of view space.
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61 | */
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62 | class GvsPreprocessor : public Preprocessor {
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63 |
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64 | public:
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65 |
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66 | GvsPreprocessor();
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67 | ~GvsPreprocessor() {}
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68 |
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69 | virtual bool ComputeVisibility();
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70 |
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71 |
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72 | protected:
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73 | #if 0
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74 | struct PendingRay
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75 | {
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76 | PendingRay(VssRay *ray, const bool d)
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77 | : mRay(ray), mFoundDiscontinuity(d)
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78 | {}
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79 |
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80 | VssRay *mRay;
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81 | bool mFoundDiscontinuity;
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82 | };
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83 |
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84 | typedef stack<PendingRay> PendingQueue;
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85 | #endif
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86 | typedef stack<VssRay *> RayQueue;
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87 |
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88 | /** Runs the adaptive sampling until the ray queue is empty.
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89 | The method starts with a number of random rays given
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90 | by the queue and continues as long it finds new visible geometry
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91 | (i.e., the queue is not empty).
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92 |
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93 | @returns the number of samples cast.
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94 | */
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95 | int ProcessQueue();
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96 |
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97 | /** One pass of the sampling preprocessor.
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98 | Continues as long as at least passSample rays have been cast.
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99 | @returns the number of samples cast.
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100 | */
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101 | int Pass();
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102 |
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103 | /** Generates the rays starting the adaptive visibility sampling process.
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104 | */
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105 | int CastInitialSamples(const int numSamples, const int sampleType);
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106 |
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107 | /** Uses the information gained from the ray for doing adaptive border sampling.
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108 | This function tries to find the border of the triangle found visible by the
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109 | current ray. New rays are generated which sample this border.
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110 |
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111 | We use the following strategies:
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112 |
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113 | a) if new triangle was found: adaptive border sampling
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114 | b) if triangle was found reverse sampling
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115 | */
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116 | bool HandleRay(VssRay *ray);
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117 |
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118 | /** The adaptive border sampling step. It aims to find neighbouring
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119 | triangles of the one hit by the current ray.
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120 | */
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121 | int AdaptiveBorderSampling(const VssRay ¤tRay);
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122 |
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123 | /** The reverse sampling step. It is started once the cast
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124 | ray finds a discontinuity, i.e., a closer triangle.
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125 | Then the process tries to find a ray from the old
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126 | triangle passing through a gap.
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127 | */
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128 | VssRay *ReverseSampling(const VssRay ¤tRay,
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129 | const Triangle3 &hitTriangle,
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130 | const VssRay &oldRay);
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131 |
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132 | /** Returns true if we sampled a closer triangle than with the previous ray.
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133 | Does reverse sampling if gap found.
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134 | */
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135 | bool CheckDiscontinuity(const VssRay ¤tRay,
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136 | const Triangle3 &hitTriangle,
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137 | const VssRay &oldRay);
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138 |
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139 | /** Adds new samples to the ray queue and classifies them
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140 | with respect to the previous ray.
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141 | */
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142 | void EnqueueRays(VssRayContainer &samples);
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143 |
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144 | /** Hepler function for adaptive border sampling. It finds
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145 | new sample points around a triangle in a eps environment
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146 | */
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147 | void EnlargeTriangle(VertexContainer &vertices,
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148 | const Triangle3 &hitTriangle,
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149 | const VssRay &ray) const;
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150 |
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151 | int SubdivideEdge(const Triangle3 &hitTriangle,
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152 | const Vector3 &p1,
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153 | const Vector3 &p2,
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154 | const VssRay &ray1,
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155 | const VssRay &ray2,
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156 | const VssRay &oldRay);
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157 |
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158 | void Visualize();
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159 |
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160 | void CreateDisplacedVertices(VertexContainer &vertices,
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161 | const Triangle3 &hitTriangle,
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162 | const VssRay &ray,
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163 | const int index) const;
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164 |
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165 | Vector3 CalcPredictedHitPoint(const VssRay &newRay,
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166 | const Triangle3 &hitTriangle,
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167 | const VssRay &oldRay) const;
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168 |
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169 |
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170 | Vector3 GetPassingPoint(const VssRay ¤tRay,
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171 | const Triangle3 &hitTriangle,
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172 | const VssRay &oldRay) const;
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173 |
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174 | //////////////////////
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175 |
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176 |
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177 | int mSamplesPerPass;
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178 | int mTotalSamples;
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179 | int mInitialSamples;
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180 |
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181 | RayQueue mRayQueue;
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182 | int mSamplingType;
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183 |
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184 | //AxisAlignedBox3 mViewSpaceBox;
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185 | float mEps;
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186 | float mThreshold;
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187 | VssRayContainer mVssRays;
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188 |
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189 | ///////////
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190 | // stats
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191 |
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192 | /*int mSampleContriPerPass;
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193 | int mTotalSampleContri;
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194 | int mReverseSamples;
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195 | int mBorderSamples;
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196 | int mGvsPass;*/
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197 |
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198 | ofstream mGvsStatsStream;
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199 | GvsStatistics mGvsStats;
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200 |
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201 | bool mOnlyRandomSampling;
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202 | };
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203 |
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204 | };
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205 |
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206 | #endif
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