[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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[1884] | 12 | SamplingStrategy::SamplingStrategy(Preprocessor &preprocessor):
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[1877] | 13 | mPreprocessor(preprocessor), mRatio(1.0f), mTotalRays(0), mTotalContribution(0.0f)
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[1520] | 14 | {
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[1877] | 15 |
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[1520] | 16 | }
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| 17 |
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| 18 |
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| 19 | SamplingStrategy::~SamplingStrategy()
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| 20 | {
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| 21 | }
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| 22 |
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[1771] | 23 | int
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| 24 | SamplingStrategy::GenerateSamples(const int number,
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[1867] | 25 | SimpleRayContainer &rays)
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[1771] | 26 | {
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[1772] | 27 | SimpleRay ray;
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| 28 | int samples = 0;
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| 29 | int i = 0;
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| 30 | const int maxTries = 20;
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| 31 | // tmp changed matt. Q: should one rejected sample
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| 32 | // terminate the whole method?
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| 33 | if (0)
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| 34 | {
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| 35 | for (; i < number; i++) {
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| 36 | if (!GenerateSample(ray))
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| 37 | return i;
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| 38 | rays.push_back(ray);
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| 39 | }
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| 40 | }
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| 41 | else
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| 42 | {
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| 43 | for (; i < number; i++)
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| 44 | {
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| 45 | int j = 0;
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| 46 | bool sampleGenerated = false;
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[1520] | 47 |
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[1772] | 48 | for (j = 0; !sampleGenerated && (j < maxTries); ++ j)
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| 49 | {
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| 50 | sampleGenerated = GenerateSample(ray);
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| 51 |
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| 52 | if (sampleGenerated)
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| 53 | {
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| 54 | ++ samples;
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| 55 | rays.push_back(ray);
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| 56 | }
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| 57 | }
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| 58 | }
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| 59 | }
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| 60 |
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| 61 | return samples;
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[1771] | 62 | }
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[1520] | 63 |
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[1771] | 64 |
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[1020] | 65 | /*********************************************************************/
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| 66 | /* Individual sampling strategies implementation */
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| 67 | /*********************************************************************/
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| 68 |
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| 69 |
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[1867] | 70 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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[1020] | 71 | {
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[1883] | 72 | Vector3 origin, direction;
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| 73 |
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| 74 | float r[5];
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| 75 | mHalton.GetNext(5, r);
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| 76 |
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| 77 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
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| 78 | Vector3(r[2],r[3],r[4]));
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| 79 |
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[1020] | 80 |
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[1883] | 81 | Vector3 point, normal;
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| 82 |
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| 83 | r[0] *= mPreprocessor.mObjects.size()-1;
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| 84 | const int i = (int)r[0];
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| 85 |
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| 86 | Intersectable *object = mPreprocessor.mObjects[i];
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| 87 |
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| 88 | // take the remainder as a parameter over objects surface
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| 89 | r[0] -= (float)i;
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| 90 |
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| 91 | object->GetRandomSurfacePoint(r[0], r[1], point, normal);
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| 92 |
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| 93 | direction = point - origin;
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| 94 |
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| 95 | const float c = Magnitude(direction);
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| 96 |
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| 97 | if (c <= Limits::Small)
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| 98 | return false;
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| 99 |
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| 100 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 101 | const float pdf = 1.0f;
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| 102 |
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| 103 | direction *= 1.0f / c;
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| 104 | ray = SimpleRay(origin, direction, OBJECT_BASED_DISTRIBUTION, pdf);
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| 105 |
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| 106 | return true;
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| 107 | }
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[1020] | 108 |
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| 109 |
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[1883] | 110 | bool
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| 111 | ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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| 112 | {
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| 113 | Vector3 origin, direction;
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[1877] | 114 |
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[1020] | 115 |
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[1883] | 116 | float r[4];
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| 117 | mHalton.GetNext(4, r);
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[1877] | 118 |
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[1883] | 119 | r[0] *= mPreprocessor.mObjects.size()-1;
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| 120 | const int i = (int)r[0];
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| 121 |
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| 122 | Intersectable *object = mPreprocessor.mObjects[i];
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| 123 |
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| 124 | // take the remainder as a parameter over objects surface
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| 125 | r[0] -= (float)i;
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[1020] | 126 |
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[1883] | 127 | Vector3 normal;
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[1020] | 128 |
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[1883] | 129 | object->GetRandomSurfacePoint(r[0], r[1], origin, normal);
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| 130 |
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| 131 | direction = Normalize(CosineRandomVector(r[2], r[3], normal));
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| 132 |
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| 133 | origin += 1e-2*direction;
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| 134 |
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| 135 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 136 | const float pdf = 1.0f;
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| 137 |
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| 138 | ray = SimpleRay(origin, direction, OBJECT_DIRECTION_BASED_DISTRIBUTION, pdf);
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| 139 |
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| 140 | return true;
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[1020] | 141 | }
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| 142 |
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| 143 |
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[1867] | 144 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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[1278] | 145 | {
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[1020] | 146 | Vector3 origin, direction;
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| 147 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 148 |
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| 149 | direction = UniformRandomVector();
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| 150 | const float c = Magnitude(direction);
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| 151 |
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| 152 | if (c <= Limits::Small)
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| 153 | return false;
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| 154 |
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| 155 | const float pdf = 1.0f;
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| 156 |
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| 157 | direction *= 1.0f / c;
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[1883] | 158 | ray = SimpleRay(origin, direction, DIRECTION_BASED_DISTRIBUTION, pdf);
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[1020] | 159 |
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| 160 | return true;
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| 161 | }
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| 162 |
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| 163 |
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[1867] | 164 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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[1020] | 165 | {
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| 166 | Vector3 origin, direction;
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| 167 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 168 |
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[1297] | 169 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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| 170 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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[1020] | 171 |
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| 172 | direction = VssRay::GetDirection(alpha, beta);
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| 173 |
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| 174 | const float c = Magnitude(direction);
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| 175 |
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| 176 | if (c <= Limits::Small)
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| 177 | return false;
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| 178 |
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| 179 | const float pdf = 1.0f;
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| 180 |
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| 181 | direction *= 1.0f / c;
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[1883] | 182 | ray = SimpleRay(origin, direction, DIRECTION_BOX_BASED_DISTRIBUTION, pdf);
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[1020] | 183 |
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| 184 | return true;
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| 185 | }
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| 186 |
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| 187 |
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[1867] | 188 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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[1020] | 189 | {
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[1867] | 190 | Vector3 origin, direction;
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[1278] | 191 |
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[1867] | 192 | float r[6];
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[1877] | 193 | mHalton.GetNext(6, r);
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[1867] | 194 | mPreprocessor.mViewCellsManager->GetViewPoint(origin, Vector3(r[0],r[1],r[2]));
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| 195 |
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| 196 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint(Vector3(r[3],
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| 197 | r[4],
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| 198 | r[5])
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| 199 | ) - origin;
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| 200 | //cout << "z";
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| 201 | const float c = Magnitude(direction);
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| 202 |
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| 203 | if (c <= Limits::Small)
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| 204 | return false;
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| 205 |
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| 206 | const float pdf = 1.0f;
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| 207 |
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| 208 | direction *= 1.0f / c;
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[1883] | 209 | ray = SimpleRay(origin, direction, SPATIAL_BOX_BASED_DISTRIBUTION, pdf);
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[1867] | 210 |
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| 211 | return true;
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[1020] | 212 | }
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| 213 |
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[1695] | 214 |
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[1867] | 215 | bool ReverseObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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[1695] | 216 | {
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| 217 | Vector3 origin, direction;
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| 218 |
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| 219 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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| 220 |
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| 221 | Vector3 point;
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| 222 | Vector3 normal;
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| 223 | //cout << "y";
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| 224 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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| 225 |
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| 226 | Intersectable *object = mPreprocessor.mObjects[i];
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| 227 |
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| 228 | object->GetRandomSurfacePoint(point, normal);
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[1765] | 229 |
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[1695] | 230 | direction = origin - point;
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[1765] | 231 |
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[1695] | 232 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 233 | const float c = Magnitude(direction);
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[1765] | 234 |
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| 235 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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| 236 | {
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[1695] | 237 | return false;
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[1765] | 238 | }
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[1695] | 239 |
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| 240 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 241 | const float pdf = 1.0f;
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| 242 | //cout << "p: " << point << " ";
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| 243 | direction *= 1.0f / c;
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[1765] | 244 | // a little offset
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[1772] | 245 | point += direction * 0.001f;
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[1765] | 246 |
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[1883] | 247 | ray = SimpleRay(point, direction, REVERSE_OBJECT_BASED_DISTRIBUTION, pdf);
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[1695] | 248 |
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| 249 | return true;
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| 250 | }
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| 251 |
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[1763] | 252 |
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[1867] | 253 | bool ViewCellBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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[1763] | 254 | {
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| 255 | Vector3 origin, direction;
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| 256 |
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| 257 | ViewCellContainer &viewCells = mPreprocessor.mViewCellsManager->GetViewCells();
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| 258 |
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| 259 | Vector3 point;
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| 260 | Vector3 normal, normal2;
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| 261 |
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| 262 | const int vcIdx = (int)RandomValue(0, (float)viewCells.size() - 0.5f);
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| 263 | const int objIdx = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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| 264 |
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| 265 | Intersectable *object = mPreprocessor.mObjects[objIdx];
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| 266 | ViewCell *viewCell = viewCells[vcIdx];
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| 267 |
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[1769] | 268 | //cout << "vc: " << vcIdx << endl;
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| 269 | //cout << "obj: " << objIdx << endl;
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| 270 |
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[1763] | 271 | object->GetRandomSurfacePoint(point, normal);
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| 272 | viewCell->GetRandomEdgePoint(origin, normal2);
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| 273 |
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| 274 | direction = point - origin;
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| 275 |
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| 276 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 277 | const float c = Magnitude(direction);
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| 278 |
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[1769] | 279 | if ((c <= Limits::Small) /*|| (DotProd(direction, normal) < 0)*/)
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[1768] | 280 | {
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[1763] | 281 | return false;
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[1768] | 282 | }
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[1763] | 283 |
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| 284 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 285 | const float pdf = 1.0f;
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| 286 | //cout << "p: " << point << " ";
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| 287 | direction *= 1.0f / c;
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[1883] | 288 | ray = SimpleRay(origin, direction, VIEWCELL_BORDER_BASED_DISTRIBUTION, pdf);
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[1769] | 289 |
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| 290 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
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| 291 |
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[1763] | 292 | return true;
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| 293 | }
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| 294 |
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[1765] | 295 |
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[1520] | 296 | #if 0
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[1867] | 297 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray)
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[1020] | 298 | {
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| 299 | Vector3 origin, direction;
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| 300 |
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| 301 | // get random object
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| 302 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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| 303 |
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| 304 | const Intersectable *obj = mPreprocessor.mObjects[i];
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| 305 |
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| 306 | // note: if we load the polygons as meshes,
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| 307 | // asymtotically every second sample is lost!
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| 308 | origin = obj->GetBox().GetRandomPoint();
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| 309 |
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| 310 | // uniformly distributed direction
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| 311 | direction = UniformRandomVector();
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| 312 |
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| 313 | const float c = Magnitude(direction);
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| 314 |
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| 315 | if (c <= Limits::Small)
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| 316 | return false;
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| 317 |
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| 318 | const float pdf = 1.0f;
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| 319 |
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| 320 | direction *= 1.0f / c;
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| 321 | ray = SimpleRay(origin, direction, pdf);
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| 322 |
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| 323 | return true;
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[1520] | 324 | }
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[1769] | 325 |
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[1520] | 326 | #endif
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[1771] | 327 |
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[1772] | 328 |
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[1867] | 329 | bool ReverseViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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[1772] | 330 | {
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| 331 | Vector3 origin, direction;
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| 332 |
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| 333 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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| 334 |
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| 335 | Vector3 point;
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| 336 | Vector3 normal;
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| 337 | //cout << "y";
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| 338 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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| 339 |
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| 340 | Intersectable *object = mPreprocessor.mObjects[i];
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| 341 |
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| 342 | object->GetRandomSurfacePoint(point, normal);
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| 343 |
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| 344 | direction = origin - point;
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| 345 |
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| 346 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 347 | const float c = Magnitude(direction);
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| 348 |
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| 349 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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| 350 | {
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| 351 | return false;
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| 352 | }
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| 353 |
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| 354 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 355 | const float pdf = 1.0f;
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| 356 | //cout << "p: " << point << " ";
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| 357 | direction *= 1.0f / c;
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| 358 | // a little offset
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| 359 | point += direction * 0.001f;
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| 360 |
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[1883] | 361 | ray = SimpleRay(point, direction, REVERSE_VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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[1772] | 362 |
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| 363 | return true;
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| 364 | }
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| 365 |
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| 366 |
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[1867] | 367 | bool ViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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[1772] | 368 | {
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| 369 | Vector3 origin, direction;
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| 370 |
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| 371 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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| 372 |
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| 373 | Vector3 point;
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| 374 | Vector3 normal;
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| 375 | //cout << "w";
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| 376 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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| 377 |
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| 378 | Intersectable *object = mPreprocessor.mObjects[i];
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| 379 |
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| 380 | object->GetRandomSurfacePoint(point, normal);
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| 381 | direction = point - origin;
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| 382 |
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| 383 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 384 | const float c = Magnitude(direction);
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| 385 |
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| 386 | if (c <= Limits::Small)
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| 387 | return false;
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| 388 |
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| 389 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 390 | const float pdf = 1.0f;
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| 391 |
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| 392 | direction *= 1.0f / c;
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| 393 |
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| 394 | // a little offset
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| 395 | origin += direction * 0.001f;
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| 396 |
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[1883] | 397 | ray = SimpleRay(origin, direction, VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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[1772] | 398 |
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| 399 | return true;
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| 400 | }
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| 401 |
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| 402 |
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[1771] | 403 |
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[1824] | 404 |
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| 405 | bool
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[1867] | 406 | GlobalLinesDistribution::GenerateSample(SimpleRay &ray)
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[1824] | 407 | {
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[1867] | 408 | Vector3 origin, termination, direction;
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[1824] | 409 |
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[1867] | 410 | float radius = 0.5f*Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
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| 411 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
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| 412 |
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| 413 | const int tries = 1000;
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| 414 | int i;
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| 415 | for (i=0; i < tries; i++) {
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| 416 | float r[4];
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[1877] | 417 | mHalton.GetNext(4, r);
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[1824] | 418 |
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[1867] | 419 | origin = center + (radius*UniformRandomVector(r[0], r[1]));
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| 420 | termination = center + (radius*UniformRandomVector(r[2], r[3]));
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| 421 |
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[1824] | 422 | direction = termination - origin;
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[1867] | 423 |
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| 424 |
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[1824] | 425 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 426 | const float c = Magnitude(direction);
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| 427 | if (c <= Limits::Small)
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[1867] | 428 | return false;
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[1824] | 429 |
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| 430 | direction *= 1.0f / c;
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[1867] | 431 |
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| 432 | // check if the ray intersects the view space box
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| 433 | static Ray ray;
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| 434 | ray.Init(origin, direction, Ray::LOCAL_RAY);
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[1824] | 435 |
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[1867] | 436 | float tmin, tmax;
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| 437 | if (mPreprocessor.mViewCellsManager->
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| 438 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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| 439 | break;
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| 440 | }
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| 441 |
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| 442 | if (i!=tries) {
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[1824] | 443 | // $$ jb the pdf is yet not correct for all sampling methods!
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| 444 | const float pdf = 1.0f;
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[1867] | 445 |
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| 446 |
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[1883] | 447 | ray = SimpleRay(origin, direction, GLOBAL_LINES_DISTRIBUTION, pdf);
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[1824] | 448 | ray.mType = Ray::GLOBAL_RAY;
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| 449 | return true;
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[1867] | 450 | }
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| 451 |
|
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| 452 | return false;
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[1771] | 453 | }
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| 454 |
|
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[1883] | 455 |
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| 456 | // has to called before first usage
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| 457 | void
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| 458 | MixtureDistribution::Init()
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| 459 | {
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[1884] | 460 | for (int i=0; i < mDistributions.size(); i++) {
|
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| 461 | // small non-zero value
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| 462 | mDistributions[i]->mRays = 1;
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| 463 | // unit contribution per ray
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| 464 | if (1 || mDistributions[i]->mType != RSS_BASED_DISTRIBUTION)
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| 465 | mDistributions[i]->mContribution = 1.0f;
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| 466 | else
|
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| 467 | mDistributions[i]->mContribution = 0.0f;
|
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| 468 | }
|
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| 469 | UpdateRatios();
|
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[1824] | 470 | }
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[1884] | 471 |
|
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| 472 | void
|
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| 473 | MixtureDistribution::Reset()
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| 474 | {
|
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| 475 | for (int i=0; i < mDistributions.size(); i++) {
|
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| 476 | // small non-zero value
|
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| 477 | mDistributions[i]->mRays = 1;
|
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| 478 | // unit contribution per ray
|
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| 479 | mDistributions[i]->mContribution = 1.0f;
|
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| 480 | }
|
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| 481 | UpdateRatios();
|
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| 482 | }
|
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| 483 |
|
---|
| 484 | // Generate a new sample according to a mixture distribution
|
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[1883] | 485 | bool
|
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| 486 | MixtureDistribution::GenerateSample(SimpleRay &ray)
|
---|
| 487 | {
|
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[1884] | 488 | float r;
|
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| 489 | mHalton.GetNext(1, &r);
|
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[1771] | 490 |
|
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[1884] | 491 | // pickup a distribution
|
---|
| 492 | for (int i=0; i < mDistributions.size(); i++)
|
---|
| 493 | if (r < mDistributions[i]->mRatio)
|
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| 494 | break;
|
---|
| 495 |
|
---|
| 496 | return mDistributions[i]->GenerateSample(ray);
|
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[1883] | 497 | }
|
---|
[1824] | 498 |
|
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[1883] | 499 | // add contributions of the sample to the strategies
|
---|
| 500 | void
|
---|
[1884] | 501 | MixtureDistribution::ComputeContributions(VssRayContainer &vssRays)
|
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[1883] | 502 | {
|
---|
[1884] | 503 | int i;
|
---|
| 504 |
|
---|
| 505 | VssRayContainer::iterator it = vssRays.begin();
|
---|
[1883] | 506 |
|
---|
[1884] | 507 | for(; it != vssRays.end(); ++it) {
|
---|
| 508 | VssRay *ray = *it;
|
---|
| 509 | for (i=0; i < mDistributions.size()-1; i++)
|
---|
| 510 | if (mDistributions[i]->mType == ray->mDistribution)
|
---|
| 511 | break;
|
---|
| 512 | float contribution =
|
---|
| 513 | mPreprocessor.mViewCellsManager->ComputeSampleContributions(vssRays, true, false);
|
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[1888] | 514 | mDistributions[i]->mContribution += contribution;
|
---|
[1884] | 515 | mDistributions[i]->mRays ++;
|
---|
| 516 | }
|
---|
| 517 |
|
---|
| 518 | // now update the distributions with all the rays
|
---|
| 519 | for (i=0; i < mDistributions.size(); i++)
|
---|
| 520 | mDistributions[i]->Update(vssRays);
|
---|
| 521 |
|
---|
| 522 |
|
---|
| 523 | UpdateRatios();
|
---|
[1883] | 524 | }
|
---|
| 525 |
|
---|
[1884] | 526 | void
|
---|
| 527 | MixtureDistribution::UpdateRatios()
|
---|
| 528 | {
|
---|
| 529 | // now compute importance (ratio) of all distributions
|
---|
| 530 | float sum = 0.0f;
|
---|
| 531 | int i;
|
---|
| 532 | for (i=0; i < mDistributions.size(); i++) {
|
---|
| 533 | float importance = mDistributions[i]->mContribution/mDistributions[i]->mRays;
|
---|
| 534 | mDistributions[i]->mRatio = importance;
|
---|
| 535 | sum += importance;
|
---|
| 536 | }
|
---|
| 537 |
|
---|
| 538 |
|
---|
| 539 | mDistributions[0]->mRatio /= sum;
|
---|
| 540 | for (i=1; i < mDistributions.size(); i++) {
|
---|
| 541 | float r = mDistributions[i]->mRatio / sum;
|
---|
| 542 | mDistributions[i]->mRatio = mDistributions[i-1]->mRatio + r;
|
---|
| 543 | }
|
---|
| 544 |
|
---|
| 545 | cout<<"ratios: ";
|
---|
| 546 | for (i=0; i < mDistributions.size(); i++)
|
---|
| 547 | cout<<mDistributions[i]->mRatio<<" ";
|
---|
| 548 | cout<<endl;
|
---|
[1883] | 549 | }
|
---|
[1884] | 550 | }
|
---|
[1883] | 551 |
|
---|
| 552 |
|
---|