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 | SamplingStrategy::SamplingStrategy(const Preprocessor &preprocessor):
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13 | mPreprocessor(preprocessor), mRatio(1.0f), mTotalRays(0), mTotalContribution(0.0f)
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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 |
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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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23 | int
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24 | SamplingStrategy::GenerateSamples(const int number,
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25 | SimpleRayContainer &rays)
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26 | {
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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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47 |
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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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62 | }
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63 |
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64 |
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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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70 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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71 | {
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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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80 |
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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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108 |
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109 |
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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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114 |
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115 |
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116 | float r[4];
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117 | mHalton.GetNext(4, r);
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118 |
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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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126 |
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127 | Vector3 normal;
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128 |
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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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141 | }
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142 |
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143 |
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144 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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145 | {
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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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158 | ray = SimpleRay(origin, direction, DIRECTION_BASED_DISTRIBUTION, pdf);
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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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164 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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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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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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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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182 | ray = SimpleRay(origin, direction, DIRECTION_BOX_BASED_DISTRIBUTION, pdf);
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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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188 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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189 | {
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190 | Vector3 origin, direction;
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191 |
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192 | float r[6];
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193 | mHalton.GetNext(6, r);
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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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209 | ray = SimpleRay(origin, direction, SPATIAL_BOX_BASED_DISTRIBUTION, pdf);
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210 |
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211 | return true;
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212 | }
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213 |
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214 |
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215 | bool ReverseObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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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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229 |
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230 | direction = origin - point;
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231 |
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232 | // $$ jb the pdf is yet not correct for all sampling methods!
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233 | const float c = Magnitude(direction);
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234 |
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235 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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236 | {
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237 | return false;
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238 | }
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239 |
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240 | // $$ 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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244 | // a little offset
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245 | point += direction * 0.001f;
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246 |
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247 | ray = SimpleRay(point, direction, REVERSE_OBJECT_BASED_DISTRIBUTION, pdf);
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248 |
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249 | return true;
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250 | }
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251 |
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252 |
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253 | bool ViewCellBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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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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268 | //cout << "vc: " << vcIdx << endl;
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269 | //cout << "obj: " << objIdx << endl;
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270 |
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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 | // $$ jb the pdf is yet not correct for all sampling methods!
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277 | const float c = Magnitude(direction);
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278 |
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279 | if ((c <= Limits::Small) /*|| (DotProd(direction, normal) < 0)*/)
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280 | {
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281 | return false;
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282 | }
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283 |
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284 | // $$ 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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288 | ray = SimpleRay(origin, direction, VIEWCELL_BORDER_BASED_DISTRIBUTION, pdf);
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289 |
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290 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
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291 |
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292 | return true;
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293 | }
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294 |
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295 |
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296 | #if 0
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297 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray)
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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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324 | }
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325 |
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326 | #endif
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327 |
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328 |
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329 | bool ReverseViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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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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361 | ray = SimpleRay(point, direction, REVERSE_VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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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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367 | bool ViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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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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397 | ray = SimpleRay(origin, direction, VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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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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403 | bool
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404 | RssBasedDistribution::GenerateSample(SimpleRay &ray)
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405 | {
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406 | return false;
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407 | }
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408 |
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409 |
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410 | bool
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411 | GlobalLinesDistribution::GenerateSample(SimpleRay &ray)
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412 | {
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413 | Vector3 origin, termination, direction;
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414 |
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415 | float radius = 0.5f*Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
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416 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
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417 |
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418 | const int tries = 1000;
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419 | int i;
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420 | for (i=0; i < tries; i++) {
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421 | float r[4];
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422 | mHalton.GetNext(4, r);
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423 |
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424 | origin = center + (radius*UniformRandomVector(r[0], r[1]));
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425 | termination = center + (radius*UniformRandomVector(r[2], r[3]));
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426 |
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427 | direction = termination - origin;
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428 |
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429 |
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430 | // $$ jb the pdf is yet not correct for all sampling methods!
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431 | const float c = Magnitude(direction);
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432 | if (c <= Limits::Small)
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433 | return false;
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434 |
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435 | direction *= 1.0f / c;
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436 |
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437 | // check if the ray intersects the view space box
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438 | static Ray ray;
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439 | ray.Init(origin, direction, Ray::LOCAL_RAY);
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440 |
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441 | float tmin, tmax;
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442 | if (mPreprocessor.mViewCellsManager->
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443 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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444 | break;
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445 | }
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446 |
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447 | if (i!=tries) {
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448 | // $$ jb the pdf is yet not correct for all sampling methods!
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449 | const float pdf = 1.0f;
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450 |
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451 |
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452 | ray = SimpleRay(origin, direction, GLOBAL_LINES_DISTRIBUTION, pdf);
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453 | ray.mType = Ray::GLOBAL_RAY;
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454 | return true;
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455 | }
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456 |
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457 | return false;
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458 | }
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459 |
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460 |
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461 | // has to called before first usage
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462 | void
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463 | MixtureDistribution::Init()
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464 | {
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465 |
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466 | }
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467 |
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468 | // Generate a new sample according to a mixture distribution
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469 | bool
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470 | MixtureDistribution::GenerateSample(SimpleRay &ray)
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471 | {
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472 |
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473 | return false;
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474 | }
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475 |
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476 | // add contributions of the sample to the strategies
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477 | void
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478 | MixtureDistribution::UpdateContributions(VssRayContainer &vssRays)
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479 | {
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480 |
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481 | }
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482 |
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483 | }
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484 |
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485 |
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