[1020] | 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 |
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| 8 |
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| 9 | namespace GtpVisibilityPreprocessor {
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| 10 |
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| 11 |
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| 12 | /*********************************************************************/
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| 13 | /* Individual sampling strategies implementation */
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| 14 | /*********************************************************************/
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| 15 |
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| 16 |
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| 17 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 18 | {
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| 19 | Vector3 origin, direction;
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| 20 |
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| 21 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 22 |
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| 23 | Vector3 point;
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| 24 | Vector3 normal;
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| 25 |
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| 26 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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| 27 |
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| 28 | Intersectable *object = mPreprocessor.mObjects[i];
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| 29 |
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| 30 | object->GetRandomSurfacePoint(point, normal);
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| 31 | direction = point - origin;
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| 32 |
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| 33 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 34 | const float c = Magnitude(direction);
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| 35 |
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| 36 | if (c <= Limits::Small)
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| 37 | return false;
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| 38 |
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| 39 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 40 | const float pdf = 1.0f;
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| 41 |
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| 42 | direction *= 1.0f / c;
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| 43 | ray = SimpleRay(origin, direction, pdf);
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| 44 |
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| 45 | return true;
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| 46 | }
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| 47 |
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| 48 |
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| 49 | bool ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 50 | {
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| 51 | Vector3 origin, direction;
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| 52 |
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[1146] | 53 | const int i = (int)RandomValue(0, (int)mPreprocessor.mObjects.size() - 1);
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[1020] | 54 |
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| 55 | Intersectable *object = mPreprocessor.mObjects[i];
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| 56 |
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| 57 | Vector3 normal;
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| 58 |
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| 59 | object->GetRandomSurfacePoint(origin, normal);
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| 60 | direction = UniformRandomVector(normal);
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| 61 |
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| 62 | origin += 0.1f * direction;
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| 63 |
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| 64 | const float c = Magnitude(direction);
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| 65 |
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| 66 | if (c <= Limits::Small)
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| 67 | return false;
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| 68 |
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| 69 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 70 | const float pdf = 1.0f;
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| 71 |
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| 72 | direction *= 1.0f / c;
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| 73 | ray = SimpleRay(origin, direction, pdf);
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| 74 |
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| 75 | return true;
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| 76 | }
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| 77 |
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| 78 |
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| 79 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 80 | {
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| 81 | Vector3 origin, direction;
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| 82 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 83 |
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| 84 | direction = UniformRandomVector();
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| 85 |
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| 86 | const float c = Magnitude(direction);
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| 87 |
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| 88 | if (c <= Limits::Small)
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| 89 | return false;
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| 90 |
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| 91 | const float pdf = 1.0f;
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| 92 |
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| 93 | direction *= 1.0f / c;
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| 94 | ray = SimpleRay(origin, direction, pdf);
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| 95 |
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| 96 | return true;
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| 97 | }
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| 98 |
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| 99 |
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| 100 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 101 | {
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| 102 | Vector3 origin, direction;
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| 103 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 104 |
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| 105 | const float alpha = RandomValue(0.0f, 2.0f * M_PI);
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| 106 | const float beta = RandomValue(-M_PI * 0.5f, M_PI * 0.5f);
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| 107 |
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| 108 | direction = VssRay::GetDirection(alpha, beta);
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| 109 |
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| 110 | const float c = Magnitude(direction);
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| 111 |
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| 112 | if (c <= Limits::Small)
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| 113 | return false;
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| 114 |
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| 115 | const float pdf = 1.0f;
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| 116 |
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| 117 | direction *= 1.0f / c;
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| 118 | ray = SimpleRay(origin, direction, pdf);
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| 119 |
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| 120 | return true;
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| 121 | }
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| 122 |
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| 123 |
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| 124 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 125 | {
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| 126 | Vector3 origin, direction;
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| 127 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 128 |
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| 129 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint() - origin;
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| 130 |
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| 131 | const float c = Magnitude(direction);
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| 132 |
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| 133 | if (c <= Limits::Small)
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| 134 | return false;
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| 135 |
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| 136 | const float pdf = 1.0f;
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| 137 |
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| 138 | direction *= 1.0f / c;
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| 139 | ray = SimpleRay(origin, direction, pdf);
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| 140 |
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| 141 | return true;
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| 142 | }
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| 143 |
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[1021] | 144 | /*
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[1020] | 145 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray) const
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| 146 | {
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| 147 | Vector3 origin, direction;
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| 148 |
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| 149 | // get random object
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| 150 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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| 151 |
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| 152 | const Intersectable *obj = mPreprocessor.mObjects[i];
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| 153 |
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| 154 | // note: if we load the polygons as meshes,
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| 155 | // asymtotically every second sample is lost!
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| 156 | origin = obj->GetBox().GetRandomPoint();
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| 157 |
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| 158 | // uniformly distributed direction
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| 159 | direction = UniformRandomVector();
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| 160 |
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| 161 | const float c = Magnitude(direction);
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| 162 |
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| 163 | if (c <= Limits::Small)
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| 164 | return false;
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| 165 |
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| 166 | const float pdf = 1.0f;
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| 167 |
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| 168 | direction *= 1.0f / c;
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| 169 | ray = SimpleRay(origin, direction, pdf);
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| 170 |
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| 171 | return true;
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[1021] | 172 | }*/
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[1020] | 173 |
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| 174 | } |
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