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 | #include "RayCaster.h"
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14 | #include <windows.h>
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15 |
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16 |
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17 | namespace GtpVisibilityPreprocessor {
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18 |
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19 |
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20 | SamplingPreprocessor::SamplingPreprocessor(): Preprocessor(), mPass(0)
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21 | {
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22 | // this should increase coherence of the samples
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23 |
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24 | }
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25 |
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26 | SamplingPreprocessor::~SamplingPreprocessor()
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27 | {
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28 | }
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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 | void
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34 | SamplingPreprocessor::VerifyVisibility(Intersectable *object)
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35 | {
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36 | #if 0 // 6.10. 2006 due to kdPVS removal from intersectable
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37 | // mail all nodes from the pvs
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38 | Intersectable::NewMail();
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39 | KdPvsMap::iterator i = object->mKdPvs.mEntries.begin();
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40 | for (; i != object->mKdPvs.mEntries.end(); i++) {
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41 | KdNode *node = (*i).first;
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42 | node->Mail();
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43 | }
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44 | Debug << "Get all neighbours from PVS" << endl;
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45 | vector<KdNode *> invisibleNeighbors;
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46 | // get all neighbors of all PVS nodes
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47 | i = object->mKdPvs.mEntries.begin();
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48 | for (; i != object->mKdPvs.mEntries.end(); i++) {
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49 | KdNode *node = (*i).first;
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50 | mKdTree->FindNeighbors(node, invisibleNeighbors, true);
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51 | AxisAlignedBox3 box = object->GetBox();
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52 | for (int j=0; j < invisibleNeighbors.size(); j++) {
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53 | int visibility = ComputeBoxVisibility(mSceneGraph,
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54 | mKdTree,
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55 | box,
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56 | mKdTree->GetBox(invisibleNeighbors[j]),
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57 | 1e-6f);
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58 | // exit(0);
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59 | }
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60 | // now rank all the neighbors according to probability that a new
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61 | // sample creates some contribution
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62 | }
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63 | #endif
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64 | }
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65 |
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66 | bool
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67 | SamplingPreprocessor::ComputeVisibility()
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68 | {
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69 | Debug << "type: sampling" << endl;
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70 | cout<<"Sampling Preprocessor started\n"<<flush;
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71 | // cout<<"Memory/ray "<<sizeof(VssRay)+sizeof(RssTreeNode::RayInfo)<<endl;
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72 |
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73 | Randomize(0);
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74 | const long startTime = GetTime();
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75 | int totalSamples = 0;
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76 |
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77 | // if not already loaded, construct view cells from file
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78 | if (!mLoadViewCells) {
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79 | ConstructViewCells();
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80 | }
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81 |
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82 | int intersectables, faces;
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83 | mSceneGraph->GetStatistics(intersectables, faces);
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84 | HaltonSequence posHalton;
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85 |
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86 | mCurrentSamples = 0;
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87 | int rssSamples = 0;
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88 |
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89 | map<ViewCell *, HaltonSequence> dirHalton;
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90 | int lastEvaluation = 0;
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91 | SimpleRayContainer rays;
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92 | VssRayContainer vssRays;
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93 |
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94 | while (mCurrentSamples < mTotalSamples) {
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95 | for (int i=0; i < mSamplesPerPass;) {
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96 | while (mSynchronize)
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97 | {
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98 | // hack: sleep during walthrough computation
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99 | Sleep(1000);
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100 | }
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101 |
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102 | mRayCaster->InitPass();
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103 |
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104 | float r[5];
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105 | Vector3 origin, direction;
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106 | posHalton.GetNext(3, r);
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107 |
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108 | mViewCellsManager->GetViewPoint(origin, Vector3(r[0], r[1], r[2]));
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109 | ViewCell *viewcell = mViewCellsManager->GetViewCell(origin);
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110 |
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111 | if (!viewcell || !viewcell->GetValid())
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112 | continue;
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113 |
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114 | rays.clear();
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115 | vssRays.clear();
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116 |
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117 | for (; rays.size() < 16; ) {
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118 | if (i%100000 == 0) {
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119 | cout<<mCurrentSamples/1e6f<<"M rays, progress: "<<(mCurrentSamples * 100.0f)/mTotalSamples<<" % \r";
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120 | }
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121 |
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122 | dirHalton[viewcell].GetNext(2, r);
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123 | direction = UniformRandomVector(r[0],r[1]);
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124 | //direction = UniformRandomVector();
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125 |
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126 | // cast rays in both directions to make the number of samples comparable
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127 | // with the global sampling method which also casts a "double" ray per sample
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128 | rays.push_back(SimpleRay(origin,
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129 | direction,
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130 | SamplingStrategy::DIRECTION_BASED_DISTRIBUTION,
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131 | 1.0f));
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132 | i++;
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133 | mCurrentSamples ++;
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134 | }
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135 |
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136 | CastRays(rays,
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137 | vssRays,
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138 | true,
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139 | true);
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140 |
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141 |
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142 | rssSamples += (int)vssRays.size();
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143 | for (int j=0; j < vssRays.size(); j++)
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144 | if (vssRays[j]->mFlags & VssRay::Valid) {
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145 | Intersectable *obj = vssRays[j]->mTerminationObject;
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146 | if (obj) {
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147 | // if ray not outside of view space
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148 | float pdf = 1.0f;
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149 | // ViewCell *viewcell = viewcells[j/2];
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150 |
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151 | ObjectPvs &pvs = viewcell->GetPvs();
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152 | pvs.AddSampleDirtyCheck(obj, pdf);
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153 |
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154 | if (pvs.RequiresResort()) {
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155 | pvs.SimpleSort();
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156 | }
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157 | }
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158 | }
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159 |
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160 | if (mCurrentSamples > mTotalSamples)
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161 | break;
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162 | }
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163 |
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164 |
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165 | if (mCurrentSamples - lastEvaluation >= mSamplesPerEvaluation) {
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166 | Real time = TimeDiff(startTime, GetTime());
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167 | mViewCellsManager->PrintPvsStatistics(mStats);
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168 | mStats <<
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169 | "#Pass\n" <<mPass<<endl<<
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170 | "#Time\n" << time <<endl<<
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171 | "#TotalSamples\n" <<mCurrentSamples<<endl<<
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172 | "#RssSamples\n" <<rssSamples<<endl;
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173 | lastEvaluation = mCurrentSamples;
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174 |
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175 | if (renderer) {
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176 | ComputeRenderError();
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177 | }
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178 |
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179 | }
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180 |
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181 | Real time = TimeDiff(startTime, GetTime());
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182 | if (mTotalTime != -1 && time/1000 > mTotalTime)
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183 | break;
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184 |
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185 | }
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186 | if (0) {
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187 | Exporter *exporter = Exporter::GetExporter("ray-density.x3d");
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188 | exporter->SetExportRayDensity(true);
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189 | exporter->ExportKdTree(*mKdTree);
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190 | delete exporter;
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191 | }
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192 |
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193 |
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194 | // $$JB temporary removed
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195 | // mViewCellsManager->PostProcess(objects, mSampleRays);
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196 |
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197 | //-- several visualizations and statistics
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198 | Debug << "view cells after post processing: " << endl;
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199 | mViewCellsManager->PrintStatistics(Debug);
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200 |
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201 | EvalViewCellHistogram();
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202 |
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203 | //-- render simulation after merge
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204 | cout << "\nevaluating bsp view cells render time after merge ... ";
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205 |
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206 | mRenderSimulator->RenderScene();
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207 | SimulationStatistics ss;
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208 | mRenderSimulator->GetStatistics(ss);
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209 |
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210 | cout << " finished" << endl;
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211 | cout << ss << endl;
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212 | Debug << ss << endl;
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213 |
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214 | // $$JB temporary removed
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215 | //mViewCellsManager->Visualize(objects, mSampleRays);
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216 |
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217 | return true;
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218 | }
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219 |
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220 |
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221 | }
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