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 | #include "Preprocessor.h"
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7 | #include "FlexibleHeap.h"
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8 |
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9 |
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 |
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13 | class Exporter;
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14 | class VssRay;
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15 | class TriangleIntersectable;
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16 | class KdIntersectable;
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17 | class ViewCellBasedDistribution;
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18 | class ViewCellBorderBasedDistribution;
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19 |
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20 |
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21 | /** View space partition statistics.
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22 | */
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23 | class GvsStatistics: public StatisticsBase
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24 | {
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25 | public:
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26 |
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27 | /// Constructor
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28 | GvsStatistics()
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29 | {
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30 | Reset();
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31 | }
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32 |
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33 | void Reset()
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34 | {
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35 | mPass = 0;
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36 | mTotalSamples = 0;
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37 | mPassContribution = 0;
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38 | mTotalContribution = 0;
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39 | mReverseSamples = 0;
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40 | mBorderSamples = 0;
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41 | mGvsRuns = 0;
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42 |
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43 | mRandomSamples = 0;
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44 | mGvsSamples = 0;
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45 | mTotalPvs = 0;
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46 | mViewCells = 0;
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47 | mPerViewCellSamples = 0;
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48 | mPerViewCellPvs = 0;
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49 | mTrianglePvs = 0;
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50 | mViewCellId = 0;
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51 | mTotalTime = 0;
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52 | mTimePerViewCell = 0;
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53 | mTotalTrianglePvs = 0;
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54 | mPvsCost = 0;
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55 | }
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56 |
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57 |
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58 | public:
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59 |
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60 | int mRandomSamples;
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61 | int mGvsSamples;
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62 | int mPass;
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63 | int mTotalSamples;
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64 | int mPassContribution;
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65 | int mTotalContribution;
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66 | int mReverseSamples;
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67 | int mBorderSamples;
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68 | int mGvsRuns;
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69 |
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70 | int mTotalPvs;
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71 | int mViewCells;
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72 | int mPerViewCellSamples;
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73 | int mPerViewCellPvs;
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74 | int mTrianglePvs;
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75 | int mTotalTrianglePvs;
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76 | int mViewCellId;
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77 |
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78 | float mTimePerViewCell;
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79 | float mTotalTime;
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80 |
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81 | float mPvsCost;
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82 |
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83 | ObjectContainer mKdPvs;
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84 |
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85 | float RaysPerSec() const
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86 | {
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87 | if (!mTotalTime) return 0;
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88 | return (float)(mTotalSamples / mTotalTime) * 1e-6f;
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89 | }
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90 |
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91 | void Print(ostream &app) const;
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92 |
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93 | friend ostream &operator<<(ostream &s, const GvsStatistics &stat)
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94 | {
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95 | stat.Print(s);
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96 | return s;
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97 | }
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98 | };
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99 |
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100 |
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101 | struct ProbablyVisibleTriangleContainer
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102 | {
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103 | KdNode *node;
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104 | ObjectContainer mTriangles;
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105 | };
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106 |
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107 |
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108 | typedef FlexibleHeap<ProbablyVisibleTriangleContainer *> ProbablyVisibleTriangleQueue;
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109 |
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110 |
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111 |
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112 | /** Sampling based visibility preprocessing. The implementation is
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113 | based on heuristical sampling of view space.
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114 | */
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115 | class GvsPreprocessor : public Preprocessor
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116 | {
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117 |
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118 | public:
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119 |
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120 | GvsPreprocessor();
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121 | ~GvsPreprocessor();
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122 |
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123 | virtual bool ComputeVisibility();
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124 |
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125 |
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126 | protected:
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127 |
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128 | typedef stack<VssRay *> RayQueue;
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129 |
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130 | /** Runs the adaptive sampling until the ray queue is empty.
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131 | The method starts with a number of random rays given
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132 | by the queue and continues as long it finds new visible geometry
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133 | (i.e., the queue is not empty).
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134 | @returns the number of samples cast.
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135 | */
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136 | int ProcessQueue();
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137 | /** Generates the rays starting the adaptive visibility sampling process.
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138 | */
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139 | int CastInitialSamples(int numSamples);
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140 | /** Uses the information gained from the ray for doing adaptive border sampling.
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141 | This function tries to find the border of the triangle found visible by the
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142 | current ray. New rays are generated which sample this border.
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143 |
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144 | We use the following strategies:
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145 |
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146 | a) if new triangle was found: adaptive border sampling
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147 | b) if triangle was found reverse sampling
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148 | */
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149 | inline bool HandleRay(VssRay *ray);
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150 | /** The adaptive border sampling step. It aims to find neighbouring
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151 | triangles of the one hit by the current ray.
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152 | */
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153 | int AdaptiveBorderSampling(const VssRay ¤tRay);
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154 |
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155 | int AdaptiveBorderSamplingOpt(const VssRay ¤tRay);
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156 | /** The reverse sampling step. It is started once the cast
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157 | ray finds a discontinuity, i.e., a closer triangle.
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158 | Then the process tries to find a ray from the old
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159 | triangle passing through a gap.
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160 | */
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161 | bool ComputeReverseRay(const VssRay ¤tRay,
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162 | const Triangle3 &hitTriangle,
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163 | const VssRay &oldRay,
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164 | SimpleRay &reverseRay);
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165 | /** Returns true if we sampled a closer triangle than with the previous ray.
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166 | Does reverse sampling if gap found.
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167 | */
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168 | int CheckDiscontinuity(const VssRay ¤tRay,
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169 | const Triangle3 &hitTriangle,
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170 | const VssRay &oldRay);
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171 | /** Returns true if we sampled a closer triangle than with the previous ray.
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172 | Does reverse sampling if gap found.
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173 | */
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174 | int CheckDiscontinuity2(const VssRay ¤tRay,
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175 | const Triangle3 &hitTriangle,
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176 | const VssRay &oldRay);
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177 | /** Adds new samples to the ray queue and classifies them
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178 | with respect to the previous ray.
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179 | */
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180 | void EnqueueRays(VssRayContainer &samples);
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181 | /** Hepler function for adaptive border sampling. It finds
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182 | new sample points around a triangle in a eps environment
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183 | */
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184 | void EnlargeTriangle(VertexContainer &vertices,
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185 | const Triangle3 &hitTriangle,
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186 | const VssRay &ray) const;
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187 |
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188 | int SubdivideEdge(const Triangle3 &hitTriangle,
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189 | const Vector3 &p1,
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190 | const Vector3 &p2,
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191 | const VssRay &ray1,
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192 | const VssRay &ray2,
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193 | const VssRay &oldRay);
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194 |
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195 | void Visualize();
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196 |
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197 | void CreateDisplacedVertices(VertexContainer &vertices,
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198 | const Triangle3 &hitTriangle,
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199 | const VssRay &ray,
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200 | const int index) const;
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201 |
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202 | Vector3 CalcPredictedHitPoint(const VssRay &newRay,
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203 | const Triangle3 &hitTriangle,
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204 | const VssRay &oldRay) const;
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205 |
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206 | bool GetPassingPoint(const VssRay ¤tRay,
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207 | const Triangle3 &occluder,
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208 | const VssRay &oldRay,
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209 | Vector3 &newPoint) const;
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210 |
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211 | ViewCell *NextViewCell();
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212 |
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213 | void GlobalComputation();
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214 |
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215 | /** Loops over aall view cellls.
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216 | */
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217 | void PerViewCellComputation();
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218 | void PerViewCellComputation2();
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219 |
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220 | void VisualizeViewCells();
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221 |
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222 | void VisualizeViewCell(ViewCell *vc);
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223 | void VisualizeViewCell(const ObjectContainer &objects);
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224 |
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225 | /** Exchanges view cell triangle pvs with bvh leaf pvs.
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226 | */
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227 | void UpdatePvs(ViewCell *currentViewCell);
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228 |
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229 | void ClearRayQueue();
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230 |
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231 | /** Create a list of view cells gvs is run on.
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232 | */
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233 | void CompileViewCellsList();
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234 |
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235 | void GetObjectPvs(ObjectContainer &trianglePvs) const;
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236 |
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237 | bool HasContribution(VssRay &ray);
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238 |
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239 | void ComputeViewCellGeometryIntersection();
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240 |
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241 | void DeterminePvsObjects(VssRayContainer &rays);
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242 |
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243 | void StorePvs(const ObjectContainer &objectPvs);
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244 |
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245 | /** Compute visibility for the current view cell using gvs
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246 | */
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247 | void ComputeViewCell();
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248 | /** Use this for qt visualization.
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249 | */
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250 | void UpdateStatsForVisualization(KdIntersectable *kdInt);
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251 |
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252 | void CompileViewCellsFromPointList();
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253 |
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254 | void ComputeStats();
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255 |
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256 | int ConvertObjectPvs();
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257 | /** Keep count of new objects for stats. Returns number of new pvs entries.
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258 | */
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259 | inline int CountObject(Intersectable *triObj);
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260 |
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261 | inline bool AddTriangleObject(Intersectable *triObj);
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262 |
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263 | inline void AddKdNodeToPvs(const Vector3 &termination);
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264 | /** For all rayys of the ray container, generates a ray bundle of 4 jittered rays
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265 | and casts them using optimized 4 eye ray casting.
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266 | */
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267 | void CastRayBundles4(const SimpleRayContainer &rays, VssRayContainer &vssRays);
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268 |
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269 | void CastRayBundles16(const SimpleRayContainer &rays, VssRayContainer &vssRays, float scale);
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270 |
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271 | /** Generates a ray bundle of 4 jittered rays and casts them using optimized 4 eye ray casting.
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272 | */
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273 | void CastRayBundle4(const SimpleRay &ray, VssRayContainer &vssRays, const AxisAlignedBox3 &box);
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274 | /** Cast rays using the optimized 4 eye ray casting routine.
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275 | */
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276 | void CastRays4(const SimpleRayContainer &rays, VssRayContainer &vssRays);
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277 | /** Wrapper for optized ray casting routine taking 4 eye rays and a bounding box for ray clipping.
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278 | */
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279 | void Cast4Rays(float *dist, Vector3 *dirs, Vector3 *origs, VssRayContainer &vssRays, const AxisAlignedBox3 &box);
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280 |
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281 | void CastRayBundle16(const SimpleRay &ray, VssRayContainer &vssRays, float scale);
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282 |
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283 | virtual void ComputeRenderError();
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284 |
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285 | bool GenerateImportanceSample(const VssRay &ray, const Triangle3 &triangle, SimpleRay &sray);
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286 |
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287 | void GenerateImportanceSamples(const VssRay &ray,
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288 | const Triangle3 &triangle,
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289 | int numSamples,
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290 | SimpleRayContainer &simpleRays);
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291 |
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292 | /** Collects triangles which are probably visible. Warning: returns
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293 | only unmailed objects.
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294 | */
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295 | void CollectProbablyVisibleTriangles(ObjectContainer &triangles);
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296 |
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297 | void PrepareProbablyVisibleSampling();
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298 |
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299 | void CreateRandomizedReverseRays(const Vector3 &origin,
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300 | const Vector3 &termination,
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301 | const Triangle3 &triangle,
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302 | SimpleRayContainer &rays,
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303 | int number);
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304 |
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305 | bool CreateRandomizedReverseRay(const Vector3 &origin,
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306 | const Vector3 &termination,
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307 | const Triangle3 &triangle,
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308 | SimpleRay &ray);
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309 |
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310 | inline bool IntersectsViewCell(Vector3 &origin, const Vector3 &dir) const;
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311 |
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312 |
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313 | //////////////////////
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314 |
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315 | bool mUseKdPvs;
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316 | int mInitialSamples;
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317 |
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318 | RayQueue mRayQueue;
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319 | ViewCellBasedDistribution *mDistribution;
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320 |
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321 | //AxisAlignedBox3 mViewSpaceBox;
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322 | float mEps;
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323 | float mThreshold;
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324 | VssRayContainer mVssRays;
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325 |
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326 |
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327 | ObjectContainer mKdPvs;
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328 |
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329 | ///////////
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330 | // stats
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331 |
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332 | ofstream mGvsStatsStream;
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333 | GvsStatistics mGvsStats;
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334 |
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335 | bool mPerViewCell;
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336 | bool mOnlyRandomSampling;
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337 |
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338 | ViewCell *mCurrentViewCell;
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339 |
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340 | int mProcessedViewCells;
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341 |
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342 | int mMinContribution;
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343 |
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344 | ViewCellContainer mViewCells;
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345 |
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346 | int mMaxViewCells;
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347 |
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348 | int mGvsSamplesPerPass;
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349 |
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350 | bool mComputeRenderError;
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351 |
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352 | bool mEvaluatePixelError;
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353 |
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354 | Vector3 mCurrentViewPoint;
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355 |
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356 | /// container for probably visible triangles
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357 | ObjectContainer mProbablyVisibleTriangles;
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358 |
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359 | bool mUseProbablyVisibleSampling;
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360 |
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361 | float mInitialJitter;
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362 |
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363 | bool mUseDeterministicGvs;
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364 |
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365 | float mRadiusOfInfluence;
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366 | };
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367 |
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368 |
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369 | }
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370 |
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371 | #endif
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