1 | #include "SamplingStrategy.h"
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2 | #include "Ray.h"
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3 | #include "Intersectable.h"
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4 | #include "Preprocessor.h"
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5 | #include "ViewCellsManager.h"
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6 | #include "AxisAlignedBox3.h"
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7 | #include "RssTree.h"
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8 | #include "Vector2.h"
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9 | #include "RndGauss.h"
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10 | #include "Mutation.h"
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11 | #include "Exporter.h"
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12 |
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13 | #ifdef GTP_INTERNAL
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14 | #include "ArchModeler2MLRT.hxx"
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15 | #endif
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16 |
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17 | namespace GtpVisibilityPreprocessor {
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18 |
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19 | #define MUTATION_USE_CDF 0
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20 | #define USE_SILHOUETTE_MUTATIONS 0
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21 |
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22 | #define SIL_TERMINATION_MUTATION_PROB 0.9f
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23 |
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24 | #define EVALUATE_MUTATION_STATS 1
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25 |
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26 | #define Q_SEARCH_STEPS 3
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27 |
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28 | #define SORT_RAY_ENTRIES 1
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29 |
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30 | // use avg ray contribution as importance
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31 | // if 0 the importance is evaluated from the succ of mutations
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32 | #define USE_AVG_CONTRIBUTION 1
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33 |
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34 | MutationBasedDistribution::RayEntry &
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35 | MutationBasedDistribution::GetEntry(const int index)
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36 | {
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37 | #if SORT_RAY_ENTRIES
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38 | return mRays[index];
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39 | #else
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40 | return mRays[(mBufferStart+index)%mRays.size()];
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41 | #endif
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42 | }
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43 |
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44 | void
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45 | MutationBasedDistribution::Update(VssRayContainer &vssRays)
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46 | {
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47 | // for (int i=0; i < mRays.size(); i++)
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48 | // cout<<mRays[i].mMutations<<" ";
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49 | // cout<<endl;
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50 | cerr<<"Muattion update..."<<endl;
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51 | cerr<<"rays = "<<mRays.size()<<endl;
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52 | if (mRays.size()) {
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53 | cerr<<"Oversampling factors = "<<
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54 | GetEntry(0).mMutations<<" "<<
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55 | GetEntry(1).mMutations<<" "<<
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56 | GetEntry(2).mMutations<<" "<<
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57 | GetEntry(3).mMutations<<" "<<
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58 | GetEntry(4).mMutations<<" "<<
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59 | GetEntry(5).mMutations<<" ... "<<
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60 | GetEntry(mRays.size()-6).mMutations<<" "<<
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61 | GetEntry(mRays.size()-5).mMutations<<" "<<
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62 | GetEntry(mRays.size()-4).mMutations<<" "<<
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63 | GetEntry(mRays.size()-3).mMutations<<" "<<
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64 | GetEntry(mRays.size()-2).mMutations<<" "<<
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65 | GetEntry(mRays.size()-1).mMutations<<endl;
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66 | }
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67 | int contributingRays = 0;
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68 |
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69 | int mutationRays = 0;
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70 | int dummyNcMutations = 0;
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71 | int dummyCMutations = 0;
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72 |
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73 | int reverseCandidates = 0;
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74 |
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75 | #if 0
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76 | sort(mRays.begin(), mRays.end());
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77 | // reset the start of the buffer
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78 | mBufferStart = 0;
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79 | #endif
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80 |
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81 | for (int i=0; i < vssRays.size(); i++) {
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82 | if (vssRays[i]->mPvsContribution) {
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83 | // reset the counter of unsuccsseful mutation for a generating ray (if it exists)
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84 | if (vssRays[i]->mDistribution == MUTATION_BASED_DISTRIBUTION &&
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85 | vssRays[i]->mGeneratorId != -1
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86 | ) {
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87 | mRays[vssRays[i]->mGeneratorId].mUnsuccessfulMutations = 0;
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88 | #if EVALUATE_MUTATION_STATS
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89 | mutationRays++;
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90 |
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91 | Intersectable *newObject = vssRays[i]->mTerminationObject;
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92 |
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93 | Intersectable *oldObject =mRays[vssRays[i]->mGeneratorId].mRay->mTerminationObject;
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94 |
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95 | if (oldObject == newObject)
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96 | dummyCMutations++;
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97 | #endif
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98 | }
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99 | contributingRays++;
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100 | if (mRays.size() < mMaxRays) {
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101 | VssRay *newRay = new VssRay(*vssRays[i]);
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102 | // add this ray
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103 | newRay->Ref();
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104 | mRays.push_back(RayEntry(newRay));
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105 | } else {
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106 | // unref the old ray
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107 | *mRays[mBufferStart].mRay = *vssRays[i];
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108 | mRays[mBufferStart].mMutations = 0;
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109 | mRays[mBufferStart].mUnsuccessfulMutations = 0;
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110 | mRays[mBufferStart].ResetReverseMutation();
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111 | // mRays[mBufferStart] = RayEntry(newRay);
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112 | mBufferStart++;
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113 | if (mBufferStart >= mMaxRays)
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114 | mBufferStart = 0;
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115 | }
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116 | } else {
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117 | if (vssRays[i]->mDistribution == MUTATION_BASED_DISTRIBUTION &&
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118 | vssRays[i]->mGeneratorId != -1
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119 | ) {
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120 | // check whether not to store a new backward mutation candidate
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121 | VssRay *oldRay = mRays[vssRays[i]->mGeneratorId].mRay;
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122 | VssRay *newRay = vssRays[i];
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123 |
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124 | #define DIST_THRESHOLD 3.0f
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125 |
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126 | Intersectable *oldObject = oldRay->mTerminationObject;
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127 |
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128 |
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129 | if (!mRays[newRay->mGeneratorId].HasReverseMutation()) {
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130 | if (DotProd(oldRay->GetDir(), newRay->GetDir()) > 0.0f) {
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131 | float oldDist = Magnitude(oldRay->mTermination - newRay->mOrigin);
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132 | float newDist = Magnitude(newRay->mTermination - newRay->mOrigin);
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133 |
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134 | if (newDist < oldDist - oldObject->GetBox().Radius()*DIST_THRESHOLD) {
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135 | Vector3 origin, termination;
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136 | if (ComputeReverseMutation(*oldRay, *newRay, origin, termination)) {
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137 | mRays[newRay->mGeneratorId].SetReverseMutation(origin, termination);
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138 | }
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139 |
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140 | reverseCandidates++;
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141 | //mReverseCandidates
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142 | }
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143 | }
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144 | }
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145 | #if EVALUATE_MUTATION_STATS
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146 | mutationRays++;
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147 |
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148 | Intersectable *newObject = vssRays[i]->mTerminationObject;
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149 |
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150 |
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151 | if (oldObject == newObject)
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152 | dummyNcMutations++;
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153 | #endif
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154 | }
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155 | }
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156 | }
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157 |
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158 | if (mutationRays) {
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159 | cout<<"Mutated rays:"<<mutationRays<<endl;
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160 | cout<<"Dummy mutations ratio:"<<100.0f*(dummyCMutations + dummyNcMutations)/
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161 | (float)mutationRays<<"%"<<endl;
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162 | cout<<"Dummy NC mutations ratio:"<<100.0f*dummyNcMutations/(float)mutationRays<<"%"<<endl;
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163 | cout<<"Dummy C mutations ratio:"<<100.0f*dummyCMutations/(float)mutationRays<<"%"<<endl;
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164 | cout<<"Reverse candidates:"<<reverseCandidates<<endl;
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165 | }
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166 |
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167 | float pContributingRays = contributingRays/(float)vssRays.size();
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168 |
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169 | cout<<"Percentage of contributing rays:"<<pContributingRays<<endl;
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170 |
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171 | #if USE_AVG_CONTRIBUTION
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172 | float importance = 1.0f/(pContributingRays + 1e-5);
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173 | // float importance = 1.0f;
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174 | // set this values for last contributingRays
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175 | int index = mBufferStart - 1;
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176 |
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177 | for (int i=0; i < contributingRays; i++, index--) {
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178 | if (index < 0)
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179 | index = mRays.size()-1;
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180 | mRays[index].mImportance = importance;
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181 | }
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182 | #else
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183 | // use unsucc mutation samples as feedback on importance
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184 | for (int i=0; i < mRays.size(); i++) {
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185 | const float minImportance = 0.1f;
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186 | const int minImportanceSamples = 20;
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187 | mRays[i].mImportance = minImportance +
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188 | (1-minImportance)*exp(-3.0f*mRays[i].mUnsuccessfulMutations/minImportanceSamples);
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189 |
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190 | //mRays[i].mImportance = 1.0f/(mRays[i].mUnsuccessfulMutations+3);
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191 | // mRays[i].mImportance = 1.0f;
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192 | }
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193 | #endif
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194 |
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195 | #if SORT_RAY_ENTRIES
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196 | long t1 = GetTime();
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197 | sort(mRays.begin(), mRays.end());
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198 | // reset the start of the buffer
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199 | mBufferStart = 0;
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200 | mLastIndex = mRays.size();
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201 | cout<<"Mutation candidates sorted in "<<TimeDiff(t1, GetTime())<<" ms."<<endl;
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202 | #endif
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203 |
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204 | #if MUTATION_USE_CDF
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205 | // compute cdf
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206 | mRays[0].mCdf = mRays[0].mImportance/(mRays[0].mMutations+1);
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207 | for (int i=1; i < mRays.size(); i++)
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208 | mRays[i].mCdf = mRays[i-1].mCdf + mRays[i].mImportance/(mRays[i].mMutations+1);
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209 |
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210 | float scale = 1.0f/mRays[i-1].mCdf;
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211 | for (i=0; i < mRays.size(); i++) {
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212 | mRays[i].mCdf *= scale;
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213 | }
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214 | #endif
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215 |
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216 | cout<<"Importance = "<<
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217 | GetEntry(0).mImportance<<" "<<
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218 | GetEntry(mRays.size()-1).mImportance<<endl;
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219 |
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220 | cout<<"Sampling factor = "<<
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221 | GetEntry(0).GetSamplingFactor()<<" "<<
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222 | GetEntry(mRays.size()-1).GetSamplingFactor()<<endl;
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223 |
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224 | cerr<<"Mutation update done."<<endl;
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225 | }
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226 |
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227 |
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228 | Vector3
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229 | MutationBasedDistribution::ComputeOriginMutation(const VssRay &ray,
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230 | const Vector3 &U,
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231 | const Vector3 &V,
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232 | const Vector2 vr2,
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233 | const float radius
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234 | )
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235 | {
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236 | #if 0
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237 | Vector3 v;
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238 | if (d.DrivingAxis() == 0)
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239 | v = Vector3(0, r[0]-0.5f, r[1]-0.5f);
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240 | else
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241 | if (d.DrivingAxis() == 1)
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242 | v = Vector3(r[0]-0.5f, 0, r[1]-0.5f);
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243 | else
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244 | v = Vector3(r[0]-0.5f, r[1]-0.5f, 0);
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245 | return v*(2*radius);
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246 | #endif
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247 | #if 0
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248 | return (U*(r[0] - 0.5f) + V*(r[1] - 0.5f))*(2*radius);
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249 | #endif
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250 |
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251 |
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252 | // Output random variable
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253 | Vector2 gaussvec2;
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254 |
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255 | // Here we apply transform to gaussian, so 2D bivariate
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256 | // normal distribution
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257 | // float sigma = ComputeSigmaFromRadius(radius);
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258 | float sigma = radius;
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259 | GaussianOn2D(vr2,
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260 | sigma, // input
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261 | gaussvec2); // output
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262 |
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263 |
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264 | // Here we tranform the point correctly to 3D space using base
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265 | // vectors of the 3D space defined by the direction
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266 | Vector3 shift = gaussvec2.xx * U + gaussvec2.yy * V;
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267 |
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268 | // cout<<shift<<endl;
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269 | return shift;
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270 | }
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271 |
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272 | Vector3
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273 | MutationBasedDistribution::ComputeTerminationMutation(const VssRay &ray,
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274 | const Vector3 &U,
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275 | const Vector3 &V,
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276 | const Vector2 vr2,
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277 | const float radius
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278 | )
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279 | {
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280 | #if 0
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281 | Vector3 v;
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282 | // mutate the termination
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283 | if (d.DrivingAxis() == 0)
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284 | v = Vector3(0, r[2]-0.5f, r[3]-0.5f);
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285 | else
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286 | if (d.DrivingAxis() == 1)
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287 | v = Vector3(r[2]-0.5f, 0, r[3]-0.5f);
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288 | else
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289 | v = Vector3(r[2]-0.5f, r[3]-0.5f, 0);
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290 |
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291 | // Vector3 nv;
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292 |
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293 | // if (Magnitude(v) > Limits::Small)
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294 | // nv = Normalize(v);
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295 | // else
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296 | // nv = v;
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297 |
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298 | // v = nv*size + v*size;
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299 |
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300 | return v*(4.0f*radius);
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301 | #endif
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302 | #if 0
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303 | return (U*(vr2.xx - 0.5f) + V*(vr2.yy - 0.5f))*(4.0f*radius);
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304 | #endif
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305 | Vector2 gaussvec2;
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306 | #if 1
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307 | float sigma = radius;
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308 | GaussianOn2D(vr2,
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309 | sigma, // input
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310 | gaussvec2); // output
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311 | Vector3 shift = gaussvec2.xx * U + gaussvec2.yy * V;
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312 | // cout<<shift<<endl;
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313 | return shift;
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314 | #endif
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315 | #if 0
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316 | // Here we estimate standard deviation (sigma) from radius
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317 | float sigma = 1.1f*ComputeSigmaFromRadius(radius);
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318 | Vector3 vr3(vr2.xx, vr2.yy, RandomValue(0,1));
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319 | PolarGaussianOnDisk(vr3,
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320 | sigma,
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321 | radius, // input
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322 | gaussvec2); // output
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323 |
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324 | // Here we tranform the point correctly to 3D space using base
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325 | // vectors of the 3D space defined by the direction
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326 | Vector3 shift = gaussvec2.xx * U + gaussvec2.yy * V;
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327 |
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328 | // cout<<shift<<endl;
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329 | return shift;
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330 | #endif
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331 | }
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332 |
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333 | bool
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334 | MutationBasedDistribution::ComputeReverseMutation(
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335 | const VssRay &oldRay,
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336 | const VssRay &newRay,
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337 | Vector3 &origin,
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338 | Vector3 &termination
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339 | )
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340 | {
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341 | // first reconstruct the termination point
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342 | Vector3 oldDir = Normalize(oldRay.GetDir());
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343 | Plane3 oldPlane(oldDir, oldRay.mTermination);
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344 |
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345 | termination = oldPlane.FindIntersection(newRay.mOrigin,
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346 | newRay.mTermination);
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347 |
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348 | // now find the new origin of the ray by casting ray backward from the termination and termining
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349 | // silhouette point with respect to the occluding object (object containing the newRay termination)
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350 |
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351 | Plane3 newPlane(oldDir, newRay.mTermination);
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352 |
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353 | Vector3 oldPivot = newPlane.FindIntersection(oldRay.mOrigin,
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354 | oldRay.mTermination);
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355 |
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356 | Vector3 newPivot = newRay.mTermination;
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357 | Vector3 line = 2.0f*(oldPivot - newPivot);
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358 |
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359 | Intersectable *occluder = newRay.mTerminationObject;
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360 |
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361 | AxisAlignedBox3 box = occluder->GetBox();
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362 | box.Scale(2.0f);
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363 |
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364 | const int packetSize = 4;
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365 | static int hit_triangles[packetSize];
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366 | static float dist[packetSize];
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367 | static Vector3 dirs[packetSize];
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368 | static Vector3 shifts[packetSize];
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369 | // now find the silhouette along the line
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370 | int i;
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371 | float left = 0.0f;
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372 | float right = 1.0f;
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373 | // cast rays to find silhouette ray
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374 | for (int j=0; j < Q_SEARCH_STEPS; j++) {
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375 | for (i=0; i < packetSize; i++) {
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376 | float r = left + (i+1)*(right-left)/(packetSize+1);
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377 | shifts[i] = r*line;
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378 | dirs[i] = Normalize(newPivot + shifts[i] - termination );
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379 | mlrtaStoreRayASEye4(&termination.x,
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380 | &dirs[i].x,
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381 | i);
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382 | }
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383 |
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384 | mlrtaTraverseGroupASEye4(&box.Min().x,
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385 | &box.Max().x,
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386 | hit_triangles,
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387 | dist);
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388 |
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389 | for (i=0; i < packetSize; i++) {
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390 | if (hit_triangles[i] == -1) {
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391 | // break on first passing ray
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392 | break;
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393 | }
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394 | }
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395 | float rr = left + (i+1)*(right-left)/(packetSize+1);
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396 | float rl = left + i*(right-left)/(packetSize+1);
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397 | left = rl;
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398 | right = rr;
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399 | }
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400 |
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401 | float t = right;
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402 | if (right==1.0f)
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403 | return false;
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404 |
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405 | if (i == packetSize)
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406 | origin = newPivot + right*line;
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407 | else
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408 | origin = newPivot + shifts[i];
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409 |
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410 | if (0) {
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411 |
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412 | static VssRayContainer rRays;
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413 | static int counter = 0;
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414 | char filename[256];
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415 |
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416 | if (counter < 50) {
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417 | sprintf(filename, "reverse_rays_%03d.x3d", counter++);
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418 |
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419 | VssRay tRay(origin, termination, NULL, NULL);
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420 | rRays.push_back((VssRay *)&oldRay);
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421 | rRays.push_back((VssRay *)&newRay);
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422 | rRays.push_back(&tRay);
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423 |
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424 | Exporter *exporter = NULL;
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425 | exporter = Exporter::GetExporter(filename);
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426 |
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427 | exporter->SetFilled();
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428 |
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429 | Intersectable *occludee =
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430 | oldRay.mTerminationObject;
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431 |
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432 | exporter->SetForcedMaterial(RgbColor(0,0,1));
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433 | exporter->ExportIntersectable(occluder);
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434 | exporter->SetForcedMaterial(RgbColor(0,1,0));
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435 | exporter->ExportIntersectable(occludee);
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436 | exporter->ResetForcedMaterial();
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437 |
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438 | exporter->SetWireframe();
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439 |
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440 |
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441 | exporter->ExportRays(rRays, RgbColor(1, 0, 0));
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442 | delete exporter;
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443 | rRays.clear();
|
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444 | }
|
---|
445 | }
|
---|
446 |
|
---|
447 |
|
---|
448 |
|
---|
449 | return true;
|
---|
450 |
|
---|
451 | // now the origin and termination is swapped compred to the generator ray
|
---|
452 | // swap(origin, termination);???
|
---|
453 | // -> perhaps not neccessary as the reverse mutation wil only be used once!
|
---|
454 | }
|
---|
455 |
|
---|
456 | Vector3
|
---|
457 | MutationBasedDistribution::ComputeSilhouetteTerminationMutation(const VssRay &ray,
|
---|
458 | const Vector3 &origin,
|
---|
459 | const AxisAlignedBox3 &box,
|
---|
460 | const Vector3 &U,
|
---|
461 | const Vector3 &V,
|
---|
462 | const float radius
|
---|
463 | )
|
---|
464 | {
|
---|
465 | const int packetSize = 4;
|
---|
466 | static int hit_triangles[packetSize];
|
---|
467 | static float dist[packetSize];
|
---|
468 | static Vector3 dirs[packetSize];
|
---|
469 | static Vector3 shifts[packetSize];
|
---|
470 | // mutate the
|
---|
471 | float alpha = RandomValue(0.0f, 2.0f*M_PI);
|
---|
472 | //float alpha = vr2.x*2.0f*M_PI;
|
---|
473 |
|
---|
474 | // direction along which we will mutate the ray
|
---|
475 | Vector3 line = sin(alpha)*U + cos(alpha)*V;
|
---|
476 |
|
---|
477 | // cout<<line<<endl;
|
---|
478 | // create 16 rays along the selected dir
|
---|
479 | int i;
|
---|
480 | float left = 0.0f;
|
---|
481 | float right = radius;
|
---|
482 | // cast rays to find silhouette ray
|
---|
483 | for (int j=0; j < Q_SEARCH_STEPS; j++) {
|
---|
484 | for (i=0; i < packetSize; i++) {
|
---|
485 | float r = left + (i+1)*(right-left)/(packetSize+1);
|
---|
486 | shifts[i] = r*line;
|
---|
487 | dirs[i] = Normalize(ray.mTermination + shifts[i] - origin );
|
---|
488 | mlrtaStoreRayASEye4(&origin.x,
|
---|
489 | &dirs[i].x,
|
---|
490 | i);
|
---|
491 | }
|
---|
492 |
|
---|
493 | mlrtaTraverseGroupASEye4(&box.Min().x,
|
---|
494 | &box.Max().x,
|
---|
495 | hit_triangles,
|
---|
496 | dist);
|
---|
497 |
|
---|
498 | for (i=0; i < packetSize; i++) {
|
---|
499 | if (hit_triangles[i] == -1) {
|
---|
500 | // if (hit_triangles[i] == -1 || !box.IsInside(origin + dist[i]*dirs[i])) {
|
---|
501 | // break on first passing ray
|
---|
502 | break;
|
---|
503 | }
|
---|
504 | }
|
---|
505 | float rr = left + (i+1)*(right-left)/(packetSize+1);
|
---|
506 | float rl = left + i*(right-left)/(packetSize+1);
|
---|
507 | left = rl;
|
---|
508 | right = rr;
|
---|
509 | }
|
---|
510 |
|
---|
511 | if (i == packetSize) {
|
---|
512 | // cerr<<"Warning: hit the same box here should never happen!"<<endl;
|
---|
513 | // shift the ray even a bit more
|
---|
514 | //cout<<"W"<<i<<endl;
|
---|
515 | // return (RandomValue(1.0f, 1.5f)*radius)*line;
|
---|
516 | return right*line;
|
---|
517 | }
|
---|
518 |
|
---|
519 | // cout<<i<<endl;
|
---|
520 | return shifts[i];
|
---|
521 | }
|
---|
522 |
|
---|
523 |
|
---|
524 | bool
|
---|
525 | MutationBasedDistribution::GenerateSample(SimpleRay &sray)
|
---|
526 | {
|
---|
527 |
|
---|
528 | if (mRays.size() == 0) {
|
---|
529 | float rr[5];
|
---|
530 | // use direction based distribution
|
---|
531 | Vector3 origin, direction;
|
---|
532 | static HaltonSequence halton;
|
---|
533 |
|
---|
534 | halton.GetNext(5, rr);
|
---|
535 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
|
---|
536 | Vector3(rr[0], rr[1], rr[2]));
|
---|
537 |
|
---|
538 |
|
---|
539 | direction = UniformRandomVector(rr[3], rr[4]);
|
---|
540 |
|
---|
541 | const float pdf = 1.0f;
|
---|
542 | sray = SimpleRay(origin, direction, MUTATION_BASED_DISTRIBUTION, pdf);
|
---|
543 | sray.mGeneratorId = -1;
|
---|
544 |
|
---|
545 | return true;
|
---|
546 | }
|
---|
547 |
|
---|
548 | int index;
|
---|
549 |
|
---|
550 | #if !MUTATION_USE_CDF
|
---|
551 | #if SORT_RAY_ENTRIES
|
---|
552 | index = mLastIndex - 1;
|
---|
553 | if (index < 0 || index >= mRays.size()-1) {
|
---|
554 | index = mRays.size() - 1;
|
---|
555 | } else
|
---|
556 | if (
|
---|
557 | mRays[index].GetSamplingFactor() >= mRays[mLastIndex].GetSamplingFactor()) {
|
---|
558 | // make another round
|
---|
559 |
|
---|
560 | // cout<<"R2"<<endl;
|
---|
561 | // cout<<mLastIndex<<endl;
|
---|
562 | // cout<<index<<endl;
|
---|
563 | index = mRays.size() - 1;
|
---|
564 | }
|
---|
565 | #else
|
---|
566 | // get tail of the buffer
|
---|
567 | index = (mLastIndex+1)%mRays.size();
|
---|
568 | if (mRays[index].GetSamplingFactor() >
|
---|
569 | mRays[mLastIndex].GetSamplingFactor()) {
|
---|
570 | // search back for index where this is valid
|
---|
571 | index = (mLastIndex - 1 + mRays.size())%mRays.size();
|
---|
572 | for (int i=0; i < mRays.size(); i++) {
|
---|
573 |
|
---|
574 | // if (mRays[index].mMutations > mRays[mLastIndex].mMutations)
|
---|
575 | // break;
|
---|
576 | if (mRays[index].GetSamplingFactor() >
|
---|
577 | mRays[mLastIndex].GetSamplingFactor() )
|
---|
578 | break;
|
---|
579 | index = (index - 1 + mRays.size())%mRays.size();
|
---|
580 | }
|
---|
581 | // go one step back
|
---|
582 | index = (index+1)%mRays.size();
|
---|
583 | }
|
---|
584 | #endif
|
---|
585 | #else
|
---|
586 | static HaltonSequence iHalton;
|
---|
587 | iHalton.GetNext(1, rr);
|
---|
588 | //rr[0] = RandomValue(0,1);
|
---|
589 | // use binary search to find index with this cdf
|
---|
590 | int l=0, r=mRays.size()-1;
|
---|
591 | while(l<r) {
|
---|
592 | int i = (l+r)/2;
|
---|
593 | if (rr[0] < mRays[i].mCdf )
|
---|
594 | r = i;
|
---|
595 | else
|
---|
596 | l = i+1;
|
---|
597 | }
|
---|
598 | index = l;
|
---|
599 | // if (rr[0] >= mRays[r].mCdf)
|
---|
600 | // index = r;
|
---|
601 | // else
|
---|
602 | // index = l;
|
---|
603 |
|
---|
604 |
|
---|
605 | #endif
|
---|
606 | // cout<<index<<" "<<rr[0]<<" "<<mRays[index].mCdf<<" "<<mRays[(index+1)%mRays.size()].mCdf<<endl;
|
---|
607 |
|
---|
608 | mLastIndex = index;
|
---|
609 | // Debug<<index<<" "<<mRays[index].GetSamplingFactor()<<endl;
|
---|
610 |
|
---|
611 | if (mRays[index].HasReverseMutation()) {
|
---|
612 | //cout<<"R "<<mRays[index].mutatedOrigin<<" "<<mRays[index].mutatedTermination<<endl;
|
---|
613 | sray = SimpleRay(mRays[index].mutatedOrigin,
|
---|
614 | Normalize(mRays[index].mutatedTermination - mRays[index].mutatedOrigin),
|
---|
615 | MUTATION_BASED_DISTRIBUTION, 1.0f);
|
---|
616 | sray.mGeneratorId = index;
|
---|
617 | mRays[index].ResetReverseMutation();
|
---|
618 | mRays[index].mMutations++;
|
---|
619 | mRays[index].mUnsuccessfulMutations++;
|
---|
620 |
|
---|
621 | return true;
|
---|
622 | }
|
---|
623 |
|
---|
624 | #if USE_SILHOUETTE_MUTATIONS
|
---|
625 | return GenerateSilhouetteMutation(index, sray);
|
---|
626 | #else
|
---|
627 | return GenerateMutation(index, sray);
|
---|
628 | #endif
|
---|
629 | }
|
---|
630 |
|
---|
631 |
|
---|
632 |
|
---|
633 |
|
---|
634 |
|
---|
635 | bool
|
---|
636 | MutationBasedDistribution::GenerateMutationCandidate(const int index,
|
---|
637 | SimpleRay &sray,
|
---|
638 | Intersectable *object,
|
---|
639 | const AxisAlignedBox3 &box
|
---|
640 | )
|
---|
641 | {
|
---|
642 | float rr[4];
|
---|
643 |
|
---|
644 | VssRay *ray = mRays[index].mRay;
|
---|
645 |
|
---|
646 | // rr[0] = RandomValue(0.0f,0.99999f);
|
---|
647 | // rr[1] = RandomValue(0.0f,0.99999f);
|
---|
648 | // rr[2] = RandomValue(0.0f,0.99999f);
|
---|
649 | // rr[3] = RandomValue(0.0f,0.99999f);
|
---|
650 |
|
---|
651 | // mutate the origin
|
---|
652 | Vector3 d = ray->GetDir();
|
---|
653 |
|
---|
654 | float objectRadius = box.Radius();
|
---|
655 | // cout<<objectRadius<<endl;
|
---|
656 | if (objectRadius < Limits::Small)
|
---|
657 | return false;
|
---|
658 |
|
---|
659 | // Compute right handed coordinate system from direction
|
---|
660 | Vector3 U, V;
|
---|
661 | Vector3 nd = Normalize(d);
|
---|
662 | nd.RightHandedBase(U, V);
|
---|
663 |
|
---|
664 | Vector3 origin = ray->mOrigin;
|
---|
665 | Vector3 termination = ray->mTermination; //box.Center(); //ray->mTermination; //box.Center();
|
---|
666 |
|
---|
667 | // optimal for Pompeii 0.1f
|
---|
668 | // optimal for Vienna 0.5f
|
---|
669 |
|
---|
670 | float radiusExtension = 0.5f;
|
---|
671 | // + mRays[index].mMutations/50.0f;
|
---|
672 |
|
---|
673 | float mutationRadius = objectRadius*radiusExtension;
|
---|
674 |
|
---|
675 | // tmp for pompeii
|
---|
676 | // mutationRadius = 0.22f;
|
---|
677 |
|
---|
678 | // use probabilitistic approach to decide for the type of mutation
|
---|
679 | float a = RandomValue(0.0f,1.0f);
|
---|
680 |
|
---|
681 | if (a < SIL_TERMINATION_MUTATION_PROB) {
|
---|
682 | termination += ComputeSilhouetteTerminationMutation(*ray,
|
---|
683 | origin,
|
---|
684 | box,
|
---|
685 | U, V,
|
---|
686 | 2.0f*objectRadius);
|
---|
687 | } else {
|
---|
688 | mRays[index].mHalton.GetNext(4, rr);
|
---|
689 | // fuzzy random mutation
|
---|
690 | origin += ComputeOriginMutation(*ray, U, V,
|
---|
691 | Vector2(rr[0], rr[1]),
|
---|
692 | mutationRadius);
|
---|
693 |
|
---|
694 | termination += ComputeTerminationMutation(*ray, U, V,
|
---|
695 | Vector2(rr[2], rr[3]),
|
---|
696 | mutationRadius);
|
---|
697 | }
|
---|
698 |
|
---|
699 | Vector3 direction = termination - origin;
|
---|
700 |
|
---|
701 | if (Magnitude(direction) < Limits::Small)
|
---|
702 | return false;
|
---|
703 |
|
---|
704 | // shift the origin a little bit
|
---|
705 | origin += direction*0.5f;
|
---|
706 |
|
---|
707 | direction.Normalize();
|
---|
708 |
|
---|
709 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
710 | const float pdf = 1.0f;
|
---|
711 |
|
---|
712 | sray = SimpleRay(origin, direction, MUTATION_BASED_DISTRIBUTION, pdf);
|
---|
713 | sray.mGeneratorId = index;
|
---|
714 |
|
---|
715 | return true;
|
---|
716 | }
|
---|
717 |
|
---|
718 | bool
|
---|
719 | MutationBasedDistribution::GenerateMutation(const int index, SimpleRay &sray)
|
---|
720 | {
|
---|
721 | VssRay *ray = mRays[index].mRay;
|
---|
722 |
|
---|
723 | Intersectable *object = ray->mTerminationObject;
|
---|
724 |
|
---|
725 | AxisAlignedBox3 box = object->GetBox();
|
---|
726 |
|
---|
727 | if (GenerateMutationCandidate(index, sray, object, box)) {
|
---|
728 | mRays[index].mMutations++;
|
---|
729 | mRays[index].mUnsuccessfulMutations++;
|
---|
730 |
|
---|
731 | return true;
|
---|
732 | }
|
---|
733 | return false;
|
---|
734 | }
|
---|
735 |
|
---|
736 | bool
|
---|
737 | MutationBasedDistribution::GenerateSilhouetteMutation(const int index, SimpleRay &sray)
|
---|
738 | {
|
---|
739 | #ifndef GTP_INTERNAL
|
---|
740 | return GenerateMutation(index, sray);
|
---|
741 | #else
|
---|
742 | const int packetSize = 4;
|
---|
743 | const int maxTries = 8;
|
---|
744 |
|
---|
745 | static int hit_triangles[16];
|
---|
746 | static float dist[16];
|
---|
747 |
|
---|
748 | SimpleRay mutationCandidates[packetSize];
|
---|
749 | int candidates = 0;
|
---|
750 |
|
---|
751 | VssRay *ray = mRays[index].mRay;
|
---|
752 |
|
---|
753 | Intersectable *object = mPreprocessor.mViewCellsManager->GetIntersectable(
|
---|
754 | *ray,
|
---|
755 | true);
|
---|
756 |
|
---|
757 | AxisAlignedBox3 box = object->GetBox();
|
---|
758 |
|
---|
759 | int id = 0;
|
---|
760 | int silhouetteRays = 0;
|
---|
761 | int tries = 0;
|
---|
762 | while (silhouetteRays == 0 && tries < maxTries) {
|
---|
763 | for (candidates = 0; candidates < packetSize && tries < maxTries; tries++)
|
---|
764 | if (GenerateMutationCandidate(index, mutationCandidates[candidates], object, box))
|
---|
765 | candidates++;
|
---|
766 |
|
---|
767 | if (candidates < packetSize)
|
---|
768 | break;
|
---|
769 |
|
---|
770 | // cout<<candidates<<endl;
|
---|
771 | // cast rays to find silhouette edge
|
---|
772 | for (int i=0; i < packetSize; i++)
|
---|
773 | mlrtaStoreRayAS4(&mutationCandidates[i].mOrigin.x,
|
---|
774 | &mutationCandidates[i].mDirection.x,
|
---|
775 | i);
|
---|
776 |
|
---|
777 | mlrtaTraverseGroupAS4(&box.Min().x,
|
---|
778 | &box.Max().x,
|
---|
779 | hit_triangles,
|
---|
780 | dist);
|
---|
781 |
|
---|
782 | for (int i=0; i < packetSize; i++)
|
---|
783 | if (hit_triangles[i] == -1) {
|
---|
784 | silhouetteRays++;
|
---|
785 | id = i;
|
---|
786 | break;
|
---|
787 | }
|
---|
788 | }
|
---|
789 |
|
---|
790 | if (candidates == 0)
|
---|
791 | return false;
|
---|
792 |
|
---|
793 | // cout<<id<<endl;
|
---|
794 | // cout<<tries<<endl;
|
---|
795 | sray = mutationCandidates[id];
|
---|
796 | mRays[index].mMutations++;
|
---|
797 | mRays[index].mUnsuccessfulMutations++;
|
---|
798 |
|
---|
799 | return true;
|
---|
800 | #endif
|
---|
801 | }
|
---|
802 |
|
---|
803 |
|
---|
804 |
|
---|
805 |
|
---|
806 | MutationBasedDistribution::MutationBasedDistribution(Preprocessor &preprocessor
|
---|
807 | ) :
|
---|
808 | SamplingStrategy(preprocessor)
|
---|
809 | {
|
---|
810 | mType = MUTATION_BASED_DISTRIBUTION;
|
---|
811 | mBufferStart = 0;
|
---|
812 | mMaxRays = 500000;
|
---|
813 | mRays.reserve(mMaxRays);
|
---|
814 | mOriginMutationSize = 10.0f;
|
---|
815 | mLastIndex = 0;
|
---|
816 | // mOriginMutationSize = Magnitude(preprocessor.mViewCellsManager->
|
---|
817 | // GetViewSpaceBox().Diagonal())*1e-3;
|
---|
818 |
|
---|
819 | }
|
---|
820 |
|
---|
821 |
|
---|
822 |
|
---|
823 | }
|
---|