[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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[1520] | 12 | SamplingStrategy::SamplingStrategy(const Preprocessor &preprocessor):
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| 13 | mPreprocessor(preprocessor)
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| 14 | {
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| 15 | }
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| 16 |
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| 17 |
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| 18 | SamplingStrategy::~SamplingStrategy()
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| 19 | {
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| 20 | }
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| 21 |
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| 22 |
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| 23 |
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[1020] | 24 | /*********************************************************************/
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| 25 | /* Individual sampling strategies implementation */
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| 26 | /*********************************************************************/
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| 27 |
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| 28 |
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| 29 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 30 | {
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| 31 | Vector3 origin, direction;
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| 32 |
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| 33 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 34 |
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| 35 | Vector3 point;
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| 36 | Vector3 normal;
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| 37 |
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[1280] | 38 | const int i = (int)RandomValue(0, float((int)mPreprocessor.mObjects.size() - 1));
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[1020] | 39 |
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| 40 | Intersectable *object = mPreprocessor.mObjects[i];
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| 41 |
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| 42 | object->GetRandomSurfacePoint(point, normal);
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| 43 | direction = point - origin;
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| 44 |
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| 45 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 46 | const float c = Magnitude(direction);
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| 47 |
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| 48 | if (c <= Limits::Small)
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| 49 | return false;
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| 50 |
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| 51 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 52 | const float pdf = 1.0f;
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| 53 |
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| 54 | direction *= 1.0f / c;
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| 55 | ray = SimpleRay(origin, direction, pdf);
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| 56 |
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| 57 | return true;
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| 58 | }
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| 59 |
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| 60 |
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| 61 | bool ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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[1278] | 62 | {
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[1020] | 63 | Vector3 origin, direction;
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| 64 |
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[1264] | 65 | const int i = (int)RandomValue(0, (Real)((int)mPreprocessor.mObjects.size() - 1));
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[1020] | 66 |
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| 67 | Intersectable *object = mPreprocessor.mObjects[i];
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| 68 |
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| 69 | Vector3 normal;
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| 70 |
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| 71 | object->GetRandomSurfacePoint(origin, normal);
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| 72 | direction = UniformRandomVector(normal);
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| 73 |
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| 74 | origin += 0.1f * direction;
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| 75 |
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| 76 | const float c = Magnitude(direction);
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| 77 |
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| 78 | if (c <= Limits::Small)
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| 79 | return false;
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[1278] | 80 |
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[1020] | 81 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 82 | const float pdf = 1.0f;
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| 83 |
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| 84 | direction *= 1.0f / c;
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| 85 | ray = SimpleRay(origin, direction, pdf);
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| 86 |
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| 87 | return true;
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| 88 | }
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| 89 |
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| 90 |
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| 91 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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[1278] | 92 | {
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[1020] | 93 | Vector3 origin, direction;
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| 94 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 95 |
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| 96 | direction = UniformRandomVector();
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| 97 |
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| 98 | const float c = Magnitude(direction);
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| 99 |
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| 100 | if (c <= Limits::Small)
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| 101 | return false;
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| 102 |
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| 103 | const float pdf = 1.0f;
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| 104 |
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| 105 | direction *= 1.0f / c;
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| 106 | ray = SimpleRay(origin, direction, pdf);
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| 107 |
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| 108 | return true;
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| 109 | }
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| 110 |
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| 111 |
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| 112 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 113 | {
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| 114 | Vector3 origin, direction;
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| 115 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 116 |
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[1297] | 117 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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| 118 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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[1020] | 119 |
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| 120 | direction = VssRay::GetDirection(alpha, beta);
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| 121 |
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| 122 | const float c = Magnitude(direction);
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| 123 |
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| 124 | if (c <= Limits::Small)
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| 125 | return false;
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| 126 |
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| 127 | const float pdf = 1.0f;
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| 128 |
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| 129 | direction *= 1.0f / c;
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| 130 | ray = SimpleRay(origin, direction, pdf);
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| 131 |
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| 132 | return true;
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| 133 | }
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| 134 |
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| 135 |
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| 136 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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| 137 | {
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| 138 | Vector3 origin, direction;
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[1278] | 139 |
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[1020] | 140 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 141 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint() - origin;
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| 142 |
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| 143 | const float c = Magnitude(direction);
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| 144 |
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| 145 | if (c <= Limits::Small)
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| 146 | return false;
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| 147 |
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| 148 | const float pdf = 1.0f;
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| 149 |
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| 150 | direction *= 1.0f / c;
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| 151 | ray = SimpleRay(origin, direction, pdf);
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| 152 |
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| 153 | return true;
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| 154 | }
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| 155 |
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[1520] | 156 | #if 0
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[1020] | 157 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray) const
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| 158 | {
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| 159 | Vector3 origin, direction;
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| 160 |
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| 161 | // get random object
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| 162 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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| 163 |
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| 164 | const Intersectable *obj = mPreprocessor.mObjects[i];
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| 165 |
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| 166 | // note: if we load the polygons as meshes,
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| 167 | // asymtotically every second sample is lost!
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| 168 | origin = obj->GetBox().GetRandomPoint();
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| 169 |
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| 170 | // uniformly distributed direction
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| 171 | direction = UniformRandomVector();
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| 172 |
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| 173 | const float c = Magnitude(direction);
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| 174 |
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| 175 | if (c <= Limits::Small)
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| 176 | return false;
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| 177 |
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| 178 | const float pdf = 1.0f;
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| 179 |
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| 180 | direction *= 1.0f / c;
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| 181 | ray = SimpleRay(origin, direction, pdf);
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| 182 |
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| 183 | return true;
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[1520] | 184 | }
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| 185 | #endif
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[1020] | 186 | } |
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