[2546] | 1 | #ifndef _ReverserGvs_H__
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| 2 | #define _ReverseGvs_H__
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| 3 |
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| 4 | #include <vector>
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| 5 | //
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| 6 |
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| 7 | #include "common.h"
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| 8 | #include "Halton.h"
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| 9 |
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| 10 | namespace GtpVisibilityPreprocessor {
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| 11 |
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| 12 | class Vector2;
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| 13 | class Vector3;
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| 14 | class VssRay;
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| 15 | class Preprocessor;
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| 16 | struct SimpleRay;
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| 17 | class SimpleRayContainer;
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| 18 |
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| 19 | struct VssRayContainer;
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| 20 |
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| 21 |
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| 22 | /** This algorithm can be best described as Reverse Guided Visibility Sampling. We exchange the roles of
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| 23 | objects (triangles in gvs) and view cells, in order to make Gvs feasible for
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| 24 | global sampling (where all view cells are updated in parallel).
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| 25 |
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| 26 | Algorithm idea:
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| 27 |
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| 28 | We loop through the objects (instead of the view cells). For each object, there s a directional
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| 29 | random sampling step, which will find some view cells. This is again dual to Gvs.
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| 30 |
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| 31 | The view cells found in the first step are used as a seed in order to grow visibility regions towards
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| 32 | neighbouring view cells.
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| 33 | We use guided samples from the object towards these neighbouring view cells. Subsequently the algorithm
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| 34 | would explore the boundaries of the view cells where the object can still be seen. This is dual to
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| 35 | the border sampling step of Gvs.
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| 36 |
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| 37 | There will also be a reverse sampling step. We take a new point on the object, abd connect it to a view cell
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| 38 | found invisible by the border sampling. This would only make sense if the objects are reasonable large.
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| 39 |
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| 40 | The new algorithm would fully explore the global nature of the sampling. The progressive quality of the
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| 41 | algorithm could be more emphasised by looping through the objects in some kind of importance fashion,
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| 42 | where the importance comes from an initial estimate of the #view cells the object can be seen from.
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| 43 | */
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| 44 | class ReverseGvs: public SamplingStrategy
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| 45 | {
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| 46 | public:
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| 47 | ReverseGvs(Preprocessor &preprocessor);
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| 48 | virtual void Update(VssRayContainer &vssRays);
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| 49 |
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| 50 | virtual bool RequiresRays() { return true; }
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| 51 |
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| 52 | private:
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| 53 | virtual bool GenerateSample(SimpleRay &ray);
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| 54 |
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| 55 | bool
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| 56 | GenerateMutation(const int index, SimpleRay &ray);
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| 57 |
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| 58 | bool
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| 59 | GenerateMutationCandidate(const int index,
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| 60 | SimpleRay &ray,
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| 61 | Intersectable *object,
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| 62 | const AxisAlignedBox3 &box
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| 63 | );
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| 64 |
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| 65 |
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| 66 |
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| 67 | struct RayEntry {
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| 68 | // halton sequence for generatin gmutations of this ray
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| 69 | VssRay *mRay;
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| 70 | short mMutations;
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| 71 | short mUnsuccessfulMutations;
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| 72 | // Halton<4> mHalton;
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| 73 | HaltonSequence mHalton;
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| 74 | float mImportance;
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| 75 | float mCdf;
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| 76 |
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| 77 | Vector3 mutatedOrigin;
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| 78 | Vector3 mutatedTermination;
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| 79 |
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| 80 | float GetSamplingFactor() const { return mMutations/mImportance; }
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| 81 |
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| 82 | friend bool operator<(const RayEntry &a, const RayEntry &b) {
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| 83 | return a.GetSamplingFactor() > b.GetSamplingFactor();
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| 84 | }
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| 85 |
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| 86 | RayEntry() {}
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| 87 | RayEntry(VssRay *r):mRay(r),
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| 88 | mMutations(0),
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| 89 | mUnsuccessfulMutations(0),
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| 90 | mHalton(),
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| 91 | mImportance(1.0f)
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| 92 | {
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| 93 | ResetReverseMutation();
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| 94 | }
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| 95 |
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| 96 | void ResetReverseMutation() {
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| 97 | mutatedOrigin = mutatedTermination = Vector3(0,0,0);
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| 98 | }
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| 99 | bool HasReverseMutation() const {
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| 100 | return !(mutatedOrigin == mutatedTermination);
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| 101 | }
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| 102 |
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| 103 | void SetReverseMutation(const Vector3 &a, const Vector3 &b) {
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| 104 | mutatedOrigin = a;
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| 105 | mutatedTermination = b;
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| 106 | }
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| 107 |
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| 108 | };
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| 109 |
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| 110 |
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| 111 | Vector3
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| 112 | ComputeOriginMutation(const VssRay &ray,
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| 113 | const Vector3 &U,
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| 114 | const Vector3 &V,
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| 115 | const Vector2 vr2,
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| 116 | const float radius
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| 117 | );
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| 118 |
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| 119 | Vector3
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| 120 | ComputeTerminationMutation(const VssRay &ray,
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| 121 | const Vector3 &U,
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| 122 | const Vector3 &V,
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| 123 | const Vector2 vr2,
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| 124 | const float radius
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| 125 | );
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| 126 |
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| 127 |
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| 128 | Vector3
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| 129 | ComputeSilhouetteTerminationMutation(const VssRay &ray,
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| 130 | const Vector3 &origin,
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| 131 | const AxisAlignedBox3 &box,
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| 132 | const Vector3 &U,
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| 133 | const Vector3 &V,
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| 134 | const float radius
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| 135 | );
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| 136 |
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| 137 |
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| 138 | bool
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| 139 | ComputeReverseMutation(
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| 140 | const VssRay &oldRay,
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| 141 | const VssRay &newRay,
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| 142 | Vector3 &origin,
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| 143 | Vector3 &termination
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| 144 | );
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| 145 |
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| 146 | RayEntry &GetEntry(const int index);
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| 147 |
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| 148 |
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| 149 | vector<RayEntry> mRays;
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| 150 | int mBufferStart;
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| 151 | int mLastIndex;
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| 152 |
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| 153 |
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| 154 | int mMaxRays;
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| 155 | float mMutationRadiusOrigin;
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| 156 | float mMutationRadiusTermination;
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| 157 | bool mUseReverseSamples;
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| 158 | float mReverseSamplesDistance;
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| 159 | bool mUseSilhouetteSamples;
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| 160 | int mSilhouetteSearchSteps;
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| 161 | float mSilhouetteProb;
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| 162 | bool mUsePassImportance;
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| 163 | bool mUseUnsuccCountImportance;
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| 164 |
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| 165 | };
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| 166 |
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| 167 |
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| 168 | }
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| 169 |
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| 170 | #endif
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| 171 |
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