1 | #include "SceneGraph.h"
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2 | #include "KdTree.h"
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3 | #include "SamplingPreprocessor.h"
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4 | #include "X3dExporter.h"
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5 | #include "Environment.h"
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6 | #include "MutualVisibility.h"
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7 | #include "Polygon3.h"
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8 | #include "ViewCell.h"
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9 | #include "ViewCellsManager.h"
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10 | #include "RenderSimulator.h"
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11 | #include "VssRay.h"
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12 | #include "SamplingStrategy.h"
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13 |
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14 |
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15 |
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16 | namespace GtpVisibilityPreprocessor {
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17 |
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18 |
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19 | SamplingPreprocessor::SamplingPreprocessor(): Preprocessor(), mPass(0)
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20 | {
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21 | // this should increase coherence of the samples
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22 |
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23 | }
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24 |
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25 | SamplingPreprocessor::~SamplingPreprocessor()
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26 | {
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27 | CLEAR_CONTAINER(mSampleRays);
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28 | CLEAR_CONTAINER(mVssSampleRays);
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29 | }
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30 |
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31 |
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32 |
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33 |
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34 | void
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35 | SamplingPreprocessor::VerifyVisibility(Intersectable *object)
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36 | {
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37 | #if 0 // 6.10. 2006 due to kdPVS removal from intersectable
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38 | // mail all nodes from the pvs
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39 | Intersectable::NewMail();
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40 | KdPvsMap::iterator i = object->mKdPvs.mEntries.begin();
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41 | for (; i != object->mKdPvs.mEntries.end(); i++) {
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42 | KdNode *node = (*i).first;
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43 | node->Mail();
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44 | }
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45 | Debug << "Get all neighbours from PVS" << endl;
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46 | vector<KdNode *> invisibleNeighbors;
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47 | // get all neighbors of all PVS nodes
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48 | i = object->mKdPvs.mEntries.begin();
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49 | for (; i != object->mKdPvs.mEntries.end(); i++) {
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50 | KdNode *node = (*i).first;
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51 | mKdTree->FindNeighbors(node, invisibleNeighbors, true);
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52 | AxisAlignedBox3 box = object->GetBox();
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53 | for (int j=0; j < invisibleNeighbors.size(); j++) {
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54 | int visibility = ComputeBoxVisibility(mSceneGraph,
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55 | mKdTree,
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56 | box,
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57 | mKdTree->GetBox(invisibleNeighbors[j]),
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58 | 1e-6f);
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59 | // exit(0);
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60 | }
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61 | // now rank all the neighbors according to probability that a new
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62 | // sample creates some contribution
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63 | }
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64 | #endif
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65 | }
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66 |
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67 | bool
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68 | SamplingPreprocessor::ComputeVisibility()
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69 | {
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70 |
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71 | Debug << "type: sampling" << endl;
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72 |
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73 | cout<<"Sampling Preprocessor started\n"<<flush;
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74 | // cout<<"Memory/ray "<<sizeof(VssRay)+sizeof(RssTreeNode::RayInfo)<<endl;
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75 |
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76 | Randomize(0);
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77 | const long startTime = GetTime();
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78 | int totalSamples = 0;
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79 |
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80 | // if not already loaded, construct view cells from file
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81 | if (!mLoadViewCells) {
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82 | ConstructViewCells();
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83 | }
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84 |
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85 | int intersectables, faces;
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86 | mSceneGraph->GetStatistics(intersectables, faces);
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87 | HaltonSequence posHalton;
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88 |
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89 | int samples = 0;
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90 | int rssSamples = 0;
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91 |
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92 | map<ViewCell *, HaltonSequence> dirHalton;
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93 |
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94 | while (samples < mTotalSamples) {
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95 | for (int i=0; i < mSamplesPerEvaluation;) {
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96 | SimpleRayContainer rays;
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97 | VssRayContainer vssRays;
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98 | // vector<ViewCell *> viewcells;
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99 |
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100 | float r[5];
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101 | Vector3 origin, direction;
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102 | posHalton.GetNext(3, r);
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103 |
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104 | mViewCellsManager->GetViewPoint(origin, Vector3(r[0], r[1], r[2]));
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105 | ViewCell *viewcell = mViewCellsManager->GetViewCell(origin);
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106 |
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107 | if (!viewcell || !viewcell->GetValid())
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108 | continue;
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109 |
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110 | for (; rays.size() < 16; ) {
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111 | if (i%100000 == 0)
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112 | cout<<"+";
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113 |
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114 | // dirHalton.GetNext(2, r);
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115 | dirHalton[viewcell].GetNext(2, r);
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116 | direction = UniformRandomVector(r[0],r[1]);
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117 | //direction = UniformRandomVector();
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118 |
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119 | // viewcells.push_back(viewcell);
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120 | // cast rays in both directions to make the number of samples comparable
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121 | // with the global sampling method which also casts a "double" ray per sample
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122 | rays.push_back(SimpleRay(origin,
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123 | direction,
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124 | SamplingStrategy::DIRECTION_BASED_DISTRIBUTION,
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125 | 1.0f));
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126 | i++;
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127 | samples++;
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128 | }
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129 |
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130 | CastRays(rays,
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131 | vssRays,
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132 | true,
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133 | true);
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134 |
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135 | // if (vssRays.size()!=32) {
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136 | // cerr<<"wrong number of rays "<<(int)vssRays.size()<<endl;
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137 | // exit(1);
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138 | // }
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139 |
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140 | rssSamples+=vssRays.size();
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141 | for (int j=0; j < vssRays.size(); j++)
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142 | if (vssRays[j]->mFlags & VssRay::Valid) {
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143 | Intersectable *obj = mViewCellsManager->GetIntersectable(*(vssRays[j]),
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144 | true);
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145 | if (obj) {
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146 | // if ray not outside of view space
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147 | float pdf = 1.0f;
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148 | // ViewCell *viewcell = viewcells[j/2];
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149 |
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150 | ObjectPvs &pvs = viewcell->GetPvs();
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151 | pvs.AddSampleDirtyCheck(obj, pdf);
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152 |
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153 | if (pvs.RequiresResort()) {
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154 | pvs.SimpleSort();
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155 | }
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156 | }
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157 | }
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158 |
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159 | CLEAR_CONTAINER(vssRays);
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160 |
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161 | if (samples > mTotalSamples)
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162 | break;
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163 | }
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164 |
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165 | #if 0
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166 | Debug<<"Valid viewcells before set validity: "<<mViewCellsManager->CountValidViewcells()<<endl;
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167 | mViewCellsManager->SetValidity(0, intersectables/2);
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168 | Debug<<"Valid viewcells after set validity: "<<mViewCellsManager->CountValidViewcells()<<endl;
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169 | #endif
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170 |
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171 | // mVssRays.PrintStatistics(mStats);
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172 | mStats <<
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173 | "#Time\n" << TimeDiff(startTime, GetTime())*1e-3<<endl<<
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174 | "#TotalSamples\n" <<samples<<endl<<
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175 | "#RssSamples\n" <<rssSamples<<endl;
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176 |
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177 | mViewCellsManager->PrintPvsStatistics(mStats);
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178 | // ComputeRenderError();
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179 | }
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180 |
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181 | if (0) {
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182 | Exporter *exporter = Exporter::GetExporter("ray-density.x3d");
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183 | exporter->SetExportRayDensity(true);
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184 | exporter->ExportKdTree(*mKdTree);
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185 | delete exporter;
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186 | }
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187 |
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188 |
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189 | // $$JB temporary removed
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190 | // mViewCellsManager->PostProcess(objects, mSampleRays);
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191 |
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192 | //-- several visualizations and statistics
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193 | Debug << "view cells after post processing: " << endl;
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194 | mViewCellsManager->PrintStatistics(Debug);
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195 |
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196 | EvalViewCellHistogram();
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197 |
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198 | //-- render simulation after merge
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199 | cout << "\nevaluating bsp view cells render time after merge ... ";
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200 |
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201 | mRenderSimulator->RenderScene();
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202 | SimulationStatistics ss;
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203 | mRenderSimulator->GetStatistics(ss);
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204 |
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205 | cout << " finished" << endl;
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206 | cout << ss << endl;
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207 | Debug << ss << endl;
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208 |
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209 | // $$JB temporary removed
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210 | //mViewCellsManager->Visualize(objects, mSampleRays);
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211 |
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212 | return true;
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213 | }
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214 |
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215 |
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216 | }
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