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 | #include "RssTree.h"
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8 | #include "Vector2.h"
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9 | #include "RndGauss.h"
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 |
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13 |
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14 | //HaltonSequence SamplingStrategy::sHalton;
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15 |
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16 | HaltonSequence ObjectBasedDistribution::sHalton;
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17 | HaltonSequence MixtureDistribution::sHalton;
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18 | HaltonSequence GlobalLinesDistribution::sHalton;
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19 | HaltonSequence SpatialBoxBasedDistribution::sHalton;
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20 | HaltonSequence ObjectDirectionBasedDistribution::sHalton;
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21 | HaltonSequence DirectionBasedDistribution::sHalton;
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22 | HaltonSequence HwGlobalLinesDistribution::sHalton;
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23 |
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24 |
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25 | SamplingStrategy::SamplingStrategy(Preprocessor &preprocessor):
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26 | mPreprocessor(preprocessor),
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27 | mRatio(1.0f),
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28 | mTotalRays(0),
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29 | mTotalContribution(0.0f)
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30 | {
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31 | }
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32 |
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33 |
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34 | SamplingStrategy::~SamplingStrategy()
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35 | {
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36 | }
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37 |
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38 | int
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39 | SamplingStrategy::GenerateSamples(const int number,
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40 | SimpleRayContainer &rays)
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41 | {
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42 | SimpleRay ray;
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43 | int samples = 0;
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44 | int i = 0;
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45 | const int maxTries = 20;
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46 | // tmp changed matt. Q: should one rejected sample
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47 | // terminate the whole method?
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48 | if (0)
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49 | {
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50 | for (; i < number; i++) {
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51 | if (!GenerateSample(ray))
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52 | return i;
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53 | rays.push_back(ray);
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54 | }
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55 | }
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56 | else
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57 | {
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58 | for (; i < number; i++)
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59 | {
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60 | int j = 0;
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61 | bool sampleGenerated = false;
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62 |
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63 | for (j = 0; !sampleGenerated && (j < maxTries); ++ j)
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64 | {
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65 | sampleGenerated = GenerateSample(ray);
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66 |
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67 | if (sampleGenerated)
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68 | {
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69 | ++ samples;
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70 | rays.push_back(ray);
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71 | }
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72 | }
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73 | }
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74 | }
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75 |
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76 | return samples;
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77 | }
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78 |
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79 |
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80 | /*********************************************************************/
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81 | /* Individual sampling strategies implementation */
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82 | /*********************************************************************/
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83 |
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84 |
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85 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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86 | {
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87 | Vector3 origin, direction;
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88 |
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89 | float r[5];
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90 | sHalton.GetNext(5, r);
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91 |
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92 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
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93 | Vector3(r[2],r[3],r[4]));
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94 |
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95 |
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96 | Vector3 point, normal;
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97 |
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98 | r[0] *= (float)mPreprocessor.mObjects.size() - 1;
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99 | const int i = (int)r[0];
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100 |
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101 | Intersectable *object = mPreprocessor.mObjects[i];
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102 |
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103 | // take the remainder as a parameter over objects surface
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104 | r[0] -= (float)i;
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105 |
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106 | object->GetRandomSurfacePoint(r[0], r[1], point, normal);
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107 |
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108 | direction = point - origin;
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109 |
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110 | const float c = Magnitude(direction);
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111 |
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112 | if (c <= Limits::Small)
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113 | return false;
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114 |
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115 | // $$ jb the pdf is yet not correct for all sampling methods!
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116 | const float pdf = 1.0f;
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117 |
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118 | direction *= 1.0f / c;
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119 | ray = SimpleRay(origin, direction, OBJECT_BASED_DISTRIBUTION, pdf);
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120 |
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121 | return true;
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122 | }
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123 |
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124 |
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125 | bool
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126 | ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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127 | {
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128 | Vector3 origin, direction;
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129 |
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130 |
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131 | float r[4];
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132 | sHalton.GetNext(4, r);
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133 |
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134 | r[0] *= (float)mPreprocessor.mObjects.size() - 1;
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135 | const int i = (int)r[0];
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136 |
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137 | Intersectable *object = mPreprocessor.mObjects[i];
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138 |
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139 | // take the remainder as a parameter over objects surface
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140 | r[0] -= (float)i;
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141 |
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142 | Vector3 normal;
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143 |
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144 | object->GetRandomSurfacePoint(r[0], r[1], origin, normal);
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145 |
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146 | direction = Normalize(CosineRandomVector(r[2], r[3], normal));
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147 |
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148 | origin += 1e-2f*direction;
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149 |
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150 | // $$ jb the pdf is yet not correct for all sampling methods!
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151 | const float pdf = 1.0f;
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152 |
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153 | ray = SimpleRay(origin, direction, OBJECT_DIRECTION_BASED_DISTRIBUTION, pdf);
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154 |
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155 | return true;
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156 | }
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157 |
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158 |
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159 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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160 | {
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161 |
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162 | float r[5];
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163 | sHalton.GetNext(5, r);
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164 |
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165 | Vector3 origin, direction;
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166 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
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167 | Vector3(r[2],r[3],r[4])
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168 | );
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169 |
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170 | direction = UniformRandomVector(r[0], r[1]);
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171 | const float c = Magnitude(direction);
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172 |
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173 | if (c <= Limits::Small)
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174 | return false;
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175 |
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176 | const float pdf = 1.0f;
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177 |
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178 | direction *= 1.0f / c;
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179 | ray = SimpleRay(origin, direction, DIRECTION_BASED_DISTRIBUTION, pdf);
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180 |
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181 | return true;
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182 | }
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183 |
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184 |
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185 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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186 | {
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187 | Vector3 origin, direction;
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188 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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189 |
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190 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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191 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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192 |
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193 | direction = VssRay::GetDirection(alpha, beta);
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194 |
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195 | const float c = Magnitude(direction);
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196 |
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197 | if (c <= Limits::Small)
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198 | return false;
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199 |
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200 | const float pdf = 1.0f;
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201 |
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202 | direction *= 1.0f / c;
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203 | ray = SimpleRay(origin, direction, DIRECTION_BOX_BASED_DISTRIBUTION, pdf);
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204 |
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205 | return true;
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206 | }
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207 |
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208 |
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209 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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210 | {
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211 | Vector3 origin, direction;
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212 |
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213 | float r[6];
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214 | sHalton.GetNext(6, r);
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215 | mPreprocessor.mViewCellsManager->GetViewPoint(origin, Vector3(r[0],r[1],r[2]));
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216 |
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217 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint(Vector3(r[3],
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218 | r[4],
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219 | r[5])
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220 | ) - origin;
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221 | //cout << "z";
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222 | const float c = Magnitude(direction);
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223 |
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224 | if (c <= Limits::Small)
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225 | return false;
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226 |
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227 | const float pdf = 1.0f;
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228 |
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229 | direction *= 1.0f / c;
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230 | ray = SimpleRay(origin, direction, SPATIAL_BOX_BASED_DISTRIBUTION, pdf);
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231 |
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232 | return true;
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233 | }
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234 |
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235 |
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236 | bool ReverseObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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237 | {
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238 | Vector3 origin, direction;
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239 |
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240 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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241 |
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242 | Vector3 point;
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243 | Vector3 normal;
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244 | //cout << "y";
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245 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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246 |
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247 | Intersectable *object = mPreprocessor.mObjects[i];
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248 |
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249 | object->GetRandomSurfacePoint(point, normal);
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250 |
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251 | direction = origin - point;
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252 |
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253 | // $$ jb the pdf is yet not correct for all sampling methods!
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254 | const float c = Magnitude(direction);
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255 |
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256 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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257 | {
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258 | return false;
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259 | }
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260 |
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261 | // $$ jb the pdf is yet not correct for all sampling methods!
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262 | const float pdf = 1.0f;
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263 | //cout << "p: " << point << " ";
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264 | direction *= 1.0f / c;
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265 | // a little offset
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266 | point += direction * 0.001f;
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267 |
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268 | ray = SimpleRay(point, direction, REVERSE_OBJECT_BASED_DISTRIBUTION, pdf);
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269 |
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270 | return true;
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271 | }
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272 |
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273 |
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274 | bool ViewCellBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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275 | {
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276 | Vector3 origin, direction;
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277 |
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278 | ViewCellContainer &viewCells = mPreprocessor.mViewCellsManager->GetViewCells();
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279 |
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280 | Vector3 point;
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281 | Vector3 normal, normal2;
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282 |
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283 | const int vcIdx = (int)RandomValue(0, (float)viewCells.size() - 0.5f);
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284 | const int objIdx = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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285 |
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286 | Intersectable *object = mPreprocessor.mObjects[objIdx];
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287 | ViewCell *viewCell = viewCells[vcIdx];
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288 |
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289 | //cout << "vc: " << vcIdx << endl;
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290 | //cout << "obj: " << objIdx << endl;
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291 |
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292 | object->GetRandomSurfacePoint(point, normal);
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293 | viewCell->GetRandomEdgePoint(origin, normal2);
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294 |
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295 | direction = point - origin;
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296 |
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297 | // $$ jb the pdf is yet not correct for all sampling methods!
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298 | const float c = Magnitude(direction);
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299 |
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300 | if ((c <= Limits::Small) /*|| (DotProd(direction, normal) < 0)*/)
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301 | {
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302 | return false;
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303 | }
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304 |
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305 | // $$ jb the pdf is yet not correct for all sampling methods!
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306 | const float pdf = 1.0f;
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307 | //cout << "p: " << point << " ";
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308 | direction *= 1.0f / c;
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309 | ray = SimpleRay(origin, direction, VIEWCELL_BORDER_BASED_DISTRIBUTION, pdf);
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310 |
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311 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
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312 |
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313 | return true;
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314 | }
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315 |
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316 |
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317 | #if 0
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318 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray)
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319 | {
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320 | Vector3 origin, direction;
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321 |
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322 | // get random object
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323 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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324 |
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325 | const Intersectable *obj = mPreprocessor.mObjects[i];
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326 |
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327 | // note: if we load the polygons as meshes,
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328 | // asymtotically every second sample is lost!
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329 | origin = obj->GetBox().GetRandomPoint();
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330 |
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331 | // uniformly distributed direction
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332 | direction = UniformRandomVector();
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333 |
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334 | const float c = Magnitude(direction);
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335 |
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336 | if (c <= Limits::Small)
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337 | return false;
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338 |
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339 | const float pdf = 1.0f;
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340 |
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341 | direction *= 1.0f / c;
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342 | ray = SimpleRay(origin, direction, pdf);
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343 |
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344 | return true;
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345 | }
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346 |
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347 | #endif
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348 |
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349 |
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350 | bool ReverseViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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351 | {
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352 | Vector3 origin, direction;
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353 |
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354 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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355 |
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356 | Vector3 point;
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357 | Vector3 normal;
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358 | //cout << "y";
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359 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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360 |
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361 | Intersectable *object = mPreprocessor.mObjects[i];
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362 |
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363 | object->GetRandomSurfacePoint(point, normal);
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364 |
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365 | direction = origin - point;
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366 |
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367 | // $$ jb the pdf is yet not correct for all sampling methods!
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368 | const float c = Magnitude(direction);
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369 |
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370 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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371 | {
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372 | return false;
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373 | }
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374 |
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375 | // $$ jb the pdf is yet not correct for all sampling methods!
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376 | const float pdf = 1.0f;
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377 | //cout << "p: " << point << " ";
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378 | direction *= 1.0f / c;
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379 | // a little offset
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380 | point += direction * 0.001f;
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381 |
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382 | ray = SimpleRay(point, direction, REVERSE_VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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383 |
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384 | return true;
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385 | }
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386 |
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387 |
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388 | bool ViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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389 | {
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390 | Vector3 origin, direction;
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391 |
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392 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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393 |
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394 | Vector3 point;
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395 | Vector3 normal;
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396 | //cout << "w";
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397 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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398 |
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399 | Intersectable *object = mPreprocessor.mObjects[i];
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400 |
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401 | object->GetRandomSurfacePoint(point, normal);
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402 | direction = point - origin;
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403 |
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404 | // $$ jb the pdf is yet not correct for all sampling methods!
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405 | const float c = Magnitude(direction);
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406 |
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407 | if (c <= Limits::Small)
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408 | return false;
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409 |
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410 | // $$ jb the pdf is yet not correct for all sampling methods!
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411 | const float pdf = 1.0f;
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412 |
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413 | direction *= 1.0f / c;
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414 |
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415 | // a little offset
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416 | origin += direction * 0.001f;
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417 |
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418 | ray = SimpleRay(origin, direction, VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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419 |
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420 | return true;
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421 | }
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422 |
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423 |
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424 | bool
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425 | GlobalLinesDistribution::GenerateSample(SimpleRay &ray)
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426 | {
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427 | Vector3 origin, termination, direction;
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428 |
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429 | float radius = 0.5f*Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
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430 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
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431 |
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432 | const int tries = 1000;
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433 | int i;
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434 | for (i=0; i < tries; i++) {
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435 | float r[4];
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436 | sHalton.GetNext(4, r);
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437 |
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438 | origin = center + (radius*UniformRandomVector(r[0], r[1]));
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439 | termination = center + (radius*UniformRandomVector(r[2], r[3]));
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440 |
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441 | direction = termination - origin;
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442 |
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443 |
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444 | // $$ jb the pdf is yet not correct for all sampling methods!
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445 | const float c = Magnitude(direction);
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446 | if (c <= Limits::Small)
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447 | return false;
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448 |
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449 | direction *= 1.0f / c;
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450 |
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451 | // check if the ray intersects the view space box
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452 | static Ray ray;
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453 | ray.Init(origin, direction, Ray::LOCAL_RAY);
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454 |
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455 | float tmin, tmax;
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456 | if (mPreprocessor.mViewCellsManager->
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457 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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458 | break;
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459 | }
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460 |
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461 | if (i!=tries) {
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462 | // $$ jb the pdf is yet not correct for all sampling methods!
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463 | const float pdf = 1.0f;
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464 |
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465 |
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466 | ray = SimpleRay(origin, direction, GLOBAL_LINES_DISTRIBUTION, pdf);
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467 | ray.mType = Ray::GLOBAL_RAY;
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468 | return true;
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469 | }
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470 |
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471 | return false;
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472 | }
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473 |
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474 |
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475 | // has to called before first usage
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476 | void
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477 | MixtureDistribution::Init()
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478 | {
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479 | for (int i=0; i < mDistributions.size(); i++) {
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480 | // small non-zero value
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481 | mDistributions[i]->mRays = 1;
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482 | mDistributions[i]->mGeneratedRays = 1;
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483 | // unit contribution per ray
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484 | if (1 || mDistributions[i]->mType != RSS_BASED_DISTRIBUTION)
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485 | mDistributions[i]->mContribution = 1.0f;
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486 | else
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487 | mDistributions[i]->mContribution = 0.0f;
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488 | }
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489 | UpdateRatios();
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490 | }
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491 |
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492 | void
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493 | MixtureDistribution::Reset()
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494 | {
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495 | for (int i=0; i < mDistributions.size(); i++) {
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496 | // small non-zero value
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497 | mDistributions[i]->mTotalRays = 0;
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498 | // unit contribution per ray
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499 | mDistributions[i]->mTotalContribution = 0.0f;
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500 | }
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---|
501 | UpdateRatios();
|
---|
502 | }
|
---|
503 |
|
---|
504 | // Generate a new sample according to a mixture distribution
|
---|
505 | bool
|
---|
506 | MixtureDistribution::GenerateSample(SimpleRay &ray)
|
---|
507 | {
|
---|
508 | float r;
|
---|
509 | sHalton.GetNext(1, &r);
|
---|
510 | int i;
|
---|
511 | // pickup a distribution
|
---|
512 | for (i=0; i < mDistributions.size()-1; i++)
|
---|
513 | if (r < mDistributions[i]->mRatio)
|
---|
514 | break;
|
---|
515 |
|
---|
516 | bool result = mDistributions[i]->GenerateSample(ray);
|
---|
517 |
|
---|
518 | if (result)
|
---|
519 | mDistributions[i]->mGeneratedRays++;
|
---|
520 |
|
---|
521 | return result;
|
---|
522 | }
|
---|
523 |
|
---|
524 | // add contributions of the sample to the strategies
|
---|
525 | void
|
---|
526 | MixtureDistribution::ComputeContributions(VssRayContainer &vssRays)
|
---|
527 | {
|
---|
528 | int i;
|
---|
529 |
|
---|
530 | VssRayContainer::iterator it = vssRays.begin();
|
---|
531 |
|
---|
532 | for (i=0; i < mDistributions.size(); i++) {
|
---|
533 | mDistributions[i]->mContribution = 0;
|
---|
534 | mDistributions[i]->mRays = 0;
|
---|
535 | }
|
---|
536 |
|
---|
537 | for(; it != vssRays.end(); ++it) {
|
---|
538 | VssRay *ray = *it;
|
---|
539 | for (i=0; i < mDistributions.size()-1; i++) {
|
---|
540 | if (mDistributions[i]->mType == ray->mDistribution)
|
---|
541 | break;
|
---|
542 | }
|
---|
543 |
|
---|
544 | float contribution =
|
---|
545 | mPreprocessor.mViewCellsManager->ComputeSampleContribution(*ray,
|
---|
546 | true,
|
---|
547 | false);
|
---|
548 |
|
---|
549 | mDistributions[i]->mContribution += contribution;
|
---|
550 | mDistributions[i]->mRays ++;
|
---|
551 |
|
---|
552 | mDistributions[i]->mTotalContribution += contribution;
|
---|
553 | mDistributions[i]->mTotalRays ++;
|
---|
554 | }
|
---|
555 |
|
---|
556 |
|
---|
557 | UpdateRatios();
|
---|
558 |
|
---|
559 | }
|
---|
560 |
|
---|
561 | void
|
---|
562 | MixtureDistribution::UpdateDistributions(VssRayContainer &vssRays)
|
---|
563 | {
|
---|
564 | // now update the distributions with all the rays
|
---|
565 | for (int i=0; i < mDistributions.size(); i++) {
|
---|
566 | mDistributions[i]->Update(vssRays);
|
---|
567 | }
|
---|
568 | }
|
---|
569 |
|
---|
570 | #define RAY_CAST_TIME 0.7f
|
---|
571 | #define VIEWCELL_CAST_TIME 0.3f
|
---|
572 |
|
---|
573 | void
|
---|
574 | MixtureDistribution::UpdateRatios()
|
---|
575 | {
|
---|
576 | // now compute importance (ratio) of all distributions
|
---|
577 | float sum = 0.0f;
|
---|
578 | int i;
|
---|
579 | for (i=0; i < mDistributions.size(); i++) {
|
---|
580 | cout<<i<<": c="<<mDistributions[i]->mContribution<<
|
---|
581 | " rays="<<mDistributions[i]->mRays<<endl;
|
---|
582 | float importance = 0.0f;
|
---|
583 | if (mDistributions[i]->mRays != 0) {
|
---|
584 | //importance = pow(mDistributions[i]->mContribution/mDistributions[i]->mRays, 2);
|
---|
585 | importance = mDistributions[i]->mContribution/
|
---|
586 | (RAY_CAST_TIME*mDistributions[i]->mGeneratedRays +
|
---|
587 | VIEWCELL_CAST_TIME*mDistributions[i]->mRays);
|
---|
588 | }
|
---|
589 | mDistributions[i]->mRatio = importance;
|
---|
590 | sum += importance;
|
---|
591 | }
|
---|
592 |
|
---|
593 | if (sum == 0.0f)
|
---|
594 | sum = Limits::Small;
|
---|
595 |
|
---|
596 | const float minratio = 0.01f;
|
---|
597 |
|
---|
598 | for (i=0; i < mDistributions.size(); i++) {
|
---|
599 | mDistributions[i]->mRatio /= sum;
|
---|
600 | if (mDistributions[i]->mRatio < minratio)
|
---|
601 | mDistributions[i]->mRatio = minratio;
|
---|
602 | }
|
---|
603 |
|
---|
604 | // recaluate the sum after clip
|
---|
605 | sum = 0.0f;
|
---|
606 | for (i=0; i < mDistributions.size(); i++)
|
---|
607 | sum += mDistributions[i]->mRatio;
|
---|
608 |
|
---|
609 | for (i=0; i < mDistributions.size(); i++)
|
---|
610 | mDistributions[i]->mRatio /= sum;
|
---|
611 |
|
---|
612 | for (i=1; i < mDistributions.size(); i++) {
|
---|
613 | mDistributions[i]->mRatio = mDistributions[i-1]->mRatio + mDistributions[i]->mRatio;
|
---|
614 | }
|
---|
615 |
|
---|
616 | cout<<"ratios: ";
|
---|
617 | float last = 0.0f;
|
---|
618 | for (i=0; i < mDistributions.size(); i++) {
|
---|
619 | cout<<mDistributions[i]->mRatio-last<<" ";
|
---|
620 | last = mDistributions[i]->mRatio;
|
---|
621 | }
|
---|
622 | cout<<endl;
|
---|
623 | }
|
---|
624 |
|
---|
625 |
|
---|
626 |
|
---|
627 | bool
|
---|
628 | MixtureDistribution::Construct(char *str)
|
---|
629 | {
|
---|
630 | char *curr = str;
|
---|
631 |
|
---|
632 | while (1) {
|
---|
633 | char *e = strchr(curr,'+');
|
---|
634 | if (e!=NULL) {
|
---|
635 | *e=0;
|
---|
636 | }
|
---|
637 |
|
---|
638 | if (strcmp(curr, "rss")==0) {
|
---|
639 | mDistributions.push_back(new RssBasedDistribution(mPreprocessor));
|
---|
640 | } else
|
---|
641 | if (strcmp(curr, "object")==0) {
|
---|
642 | mDistributions.push_back(new ObjectBasedDistribution(mPreprocessor));
|
---|
643 | } else
|
---|
644 | if (strcmp(curr, "spatial")==0) {
|
---|
645 | mDistributions.push_back(new SpatialBoxBasedDistribution(mPreprocessor));
|
---|
646 | } else
|
---|
647 | if (strcmp(curr, "global")==0) {
|
---|
648 | mDistributions.push_back(new GlobalLinesDistribution(mPreprocessor));
|
---|
649 | } else
|
---|
650 | if (strcmp(curr, "direction")==0) {
|
---|
651 | mDistributions.push_back(new DirectionBasedDistribution(mPreprocessor));
|
---|
652 | } else
|
---|
653 | if (strcmp(curr, "object_direction")==0) {
|
---|
654 | mDistributions.push_back(new ObjectDirectionBasedDistribution(mPreprocessor));
|
---|
655 | } else
|
---|
656 | if (strcmp(curr, "reverse_object")==0) {
|
---|
657 | mDistributions.push_back(new ReverseObjectBasedDistribution(mPreprocessor));
|
---|
658 | } else
|
---|
659 | if (strcmp(curr, "reverse_viewspace_border")==0) {
|
---|
660 | mDistributions.push_back(new ReverseViewSpaceBorderBasedDistribution(mPreprocessor));
|
---|
661 | } else
|
---|
662 | if (strcmp(curr, "mutation")==0) {
|
---|
663 | mDistributions.push_back(new MutationBasedDistribution(mPreprocessor));
|
---|
664 | }
|
---|
665 |
|
---|
666 |
|
---|
667 | if (e==NULL)
|
---|
668 | break;
|
---|
669 | curr = e+1;
|
---|
670 | }
|
---|
671 |
|
---|
672 | Init();
|
---|
673 | return true;
|
---|
674 | }
|
---|
675 |
|
---|
676 | int
|
---|
677 | MixtureDistribution::GenerateSamples(const int number,
|
---|
678 | SimpleRayContainer &rays)
|
---|
679 | {
|
---|
680 | for (int i=0; i < mDistributions.size(); i++)
|
---|
681 | mDistributions[i]->mGeneratedRays = 0;
|
---|
682 |
|
---|
683 | return SamplingStrategy::GenerateSamples(number, rays);
|
---|
684 | }
|
---|
685 |
|
---|
686 | void
|
---|
687 | MutationBasedDistribution::Update(VssRayContainer &vssRays)
|
---|
688 | {
|
---|
689 | // for (int i=0; i < mRays.size(); i++)
|
---|
690 | // cout<<mRays[i].mSamples<<" ";
|
---|
691 | // cout<<endl;
|
---|
692 | cerr<<"Muattion update..."<<endl;
|
---|
693 | cerr<<"rays = "<<mRays.size()<<endl;
|
---|
694 | if (mRays.size()) {
|
---|
695 | cerr<<"Oversampling factors = "<<
|
---|
696 | GetEntry(0).mSamples<<" "<<
|
---|
697 | GetEntry(1).mSamples<<" "<<
|
---|
698 | GetEntry(2).mSamples<<" "<<
|
---|
699 | GetEntry(3).mSamples<<" "<<
|
---|
700 | GetEntry(4).mSamples<<" "<<
|
---|
701 | GetEntry(5).mSamples<<" ... "<<
|
---|
702 | GetEntry(mRays.size()-6).mSamples<<" "<<
|
---|
703 | GetEntry(mRays.size()-5).mSamples<<" "<<
|
---|
704 | GetEntry(mRays.size()-4).mSamples<<" "<<
|
---|
705 | GetEntry(mRays.size()-3).mSamples<<" "<<
|
---|
706 | GetEntry(mRays.size()-2).mSamples<<" "<<
|
---|
707 | GetEntry(mRays.size()-1).mSamples<<endl;
|
---|
708 | }
|
---|
709 | int contributingRays = 0;
|
---|
710 | for (int i=0; i < vssRays.size(); i++) {
|
---|
711 | if (vssRays[i]->mPvsContribution) {
|
---|
712 | contributingRays++;
|
---|
713 | if (mRays.size() < mMaxRays) {
|
---|
714 | VssRay *newRay = new VssRay(*vssRays[i]);
|
---|
715 | // add this ray
|
---|
716 | newRay->Ref();
|
---|
717 | mRays.push_back(RayEntry(newRay));
|
---|
718 | } else {
|
---|
719 | // unref the old ray
|
---|
720 | *mRays[mBufferStart].mRay = *vssRays[i];
|
---|
721 | mRays[mBufferStart].mSamples = 0;
|
---|
722 | // mRays[mBufferStart] = RayEntry(newRay);
|
---|
723 | mBufferStart++;
|
---|
724 | if (mBufferStart >= mMaxRays)
|
---|
725 | mBufferStart = 0;
|
---|
726 | }
|
---|
727 | }
|
---|
728 | }
|
---|
729 |
|
---|
730 | float pContributingRays = contributingRays/(float)vssRays.size();
|
---|
731 | float importance = 1.0f/(pContributingRays + 1e-5);
|
---|
732 | // set this values for last contributingRays
|
---|
733 | int index = mBufferStart - 1;
|
---|
734 |
|
---|
735 | for (int i=0; i < contributingRays; i++, index--) {
|
---|
736 | if (index < 0)
|
---|
737 | index = mRays.size()-1;
|
---|
738 | mRays[index].mImportance = importance;
|
---|
739 | }
|
---|
740 |
|
---|
741 |
|
---|
742 | // compute cdf
|
---|
743 | mRays[0].mCdf = mRays[0].mImportance/(mRays[0].mSamples+1);
|
---|
744 | for (int i=1; i < mRays.size(); i++)
|
---|
745 | mRays[i].mCdf = mRays[i-1].mCdf + mRays[i].mImportance/(mRays[i].mSamples+1);
|
---|
746 |
|
---|
747 | float scale = 1.0f/mRays[i-1].mCdf;
|
---|
748 | for (i=0; i < mRays.size(); i++) {
|
---|
749 | mRays[i].mCdf *= scale;
|
---|
750 | }
|
---|
751 |
|
---|
752 | cout<<"Importance = "<<
|
---|
753 | GetEntry(0).mImportance<<" "<<
|
---|
754 | GetEntry(mRays.size()-1).mImportance<<endl;
|
---|
755 |
|
---|
756 | cerr<<"Mutation update done."<<endl;
|
---|
757 | }
|
---|
758 |
|
---|
759 |
|
---|
760 | Vector3
|
---|
761 | MutationBasedDistribution::ComputeOriginMutation(const VssRay &ray,
|
---|
762 | const Vector3 &U,
|
---|
763 | const Vector3 &V,
|
---|
764 | const Vector2 vr2,
|
---|
765 | const float radius
|
---|
766 | )
|
---|
767 | {
|
---|
768 | #if 0
|
---|
769 | Vector3 v;
|
---|
770 | if (d.DrivingAxis() == 0)
|
---|
771 | v = Vector3(0, r[0]-0.5f, r[1]-0.5f);
|
---|
772 | else
|
---|
773 | if (d.DrivingAxis() == 1)
|
---|
774 | v = Vector3(r[0]-0.5f, 0, r[1]-0.5f);
|
---|
775 | else
|
---|
776 | v = Vector3(r[0]-0.5f, r[1]-0.5f, 0);
|
---|
777 | return v*(2*radius);
|
---|
778 | #endif
|
---|
779 | #if 0
|
---|
780 | return (U*(r[0] - 0.5f) + V*(r[1] - 0.5f))*(2*radius);
|
---|
781 | #endif
|
---|
782 |
|
---|
783 |
|
---|
784 | // Output random variable
|
---|
785 | Vector2 gaussvec2;
|
---|
786 |
|
---|
787 | // Here we apply transform to gaussian, so 2D bivariate
|
---|
788 | // normal distribution
|
---|
789 | // float sigma = ComputeSigmaFromRadius(radius);
|
---|
790 | float sigma = radius;
|
---|
791 | GaussianOn2D(vr2,
|
---|
792 | sigma, // input
|
---|
793 | gaussvec2); // output
|
---|
794 |
|
---|
795 |
|
---|
796 | // Here we tranform the point correctly to 3D space using base
|
---|
797 | // vectors of the 3D space defined by the direction
|
---|
798 | Vector3 shift = gaussvec2.xx * U + gaussvec2.yy * V;
|
---|
799 |
|
---|
800 | // cout<<shift<<endl;
|
---|
801 | return shift;
|
---|
802 | }
|
---|
803 |
|
---|
804 | Vector3
|
---|
805 | MutationBasedDistribution::ComputeTerminationMutation(const VssRay &ray,
|
---|
806 | const Vector3 &U,
|
---|
807 | const Vector3 &V,
|
---|
808 | const Vector2 vr2,
|
---|
809 | const float radius
|
---|
810 | )
|
---|
811 | {
|
---|
812 | #if 0
|
---|
813 | Vector3 v;
|
---|
814 | // mutate the termination
|
---|
815 | if (d.DrivingAxis() == 0)
|
---|
816 | v = Vector3(0, r[2]-0.5f, r[3]-0.5f);
|
---|
817 | else
|
---|
818 | if (d.DrivingAxis() == 1)
|
---|
819 | v = Vector3(r[2]-0.5f, 0, r[3]-0.5f);
|
---|
820 | else
|
---|
821 | v = Vector3(r[2]-0.5f, r[3]-0.5f, 0);
|
---|
822 |
|
---|
823 | // Vector3 nv;
|
---|
824 |
|
---|
825 | // if (Magnitude(v) > Limits::Small)
|
---|
826 | // nv = Normalize(v);
|
---|
827 | // else
|
---|
828 | // nv = v;
|
---|
829 |
|
---|
830 | // v = nv*size + v*size;
|
---|
831 |
|
---|
832 | return v*(4.0f*radius);
|
---|
833 | #endif
|
---|
834 | #if 0
|
---|
835 | return (U*(vr2.xx - 0.5f) + V*(vr2.yy - 0.5f))*(4.0f*radius);
|
---|
836 | #endif
|
---|
837 | Vector2 gaussvec2;
|
---|
838 | #if 1
|
---|
839 | float sigma = radius;
|
---|
840 | GaussianOn2D(vr2,
|
---|
841 | sigma, // input
|
---|
842 | gaussvec2); // output
|
---|
843 | Vector3 shift = gaussvec2.xx * U + gaussvec2.yy * V;
|
---|
844 | // cout<<shift<<endl;
|
---|
845 | return shift;
|
---|
846 | #endif
|
---|
847 | #if 0
|
---|
848 | // Here we estimate standard deviation (sigma) from radius
|
---|
849 | float sigma = 1.1f*ComputeSigmaFromRadius(radius);
|
---|
850 | Vector3 vr3(vr2.xx, vr2.yy, RandomValue(0,1));
|
---|
851 | PolarGaussianOnDisk(vr3,
|
---|
852 | sigma,
|
---|
853 | radius, // input
|
---|
854 | gaussvec2); // output
|
---|
855 |
|
---|
856 | // Here we tranform the point correctly to 3D space using base
|
---|
857 | // vectors of the 3D space defined by the direction
|
---|
858 | Vector3 shift = gaussvec2.xx * U + gaussvec2.yy * V;
|
---|
859 |
|
---|
860 | // cout<<shift<<endl;
|
---|
861 | return shift;
|
---|
862 | #endif
|
---|
863 | }
|
---|
864 |
|
---|
865 |
|
---|
866 | bool
|
---|
867 | MutationBasedDistribution::GenerateSample(SimpleRay &sray)
|
---|
868 | {
|
---|
869 | float rr[5];
|
---|
870 |
|
---|
871 | if (mRays.size() == 0) {
|
---|
872 | // use direction based distribution
|
---|
873 | Vector3 origin, direction;
|
---|
874 | static HaltonSequence halton;
|
---|
875 |
|
---|
876 | halton.GetNext(5, rr);
|
---|
877 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
|
---|
878 | Vector3(rr[0], rr[1], rr[2]));
|
---|
879 |
|
---|
880 |
|
---|
881 | direction = UniformRandomVector(rr[3], rr[4]);
|
---|
882 |
|
---|
883 | const float pdf = 1.0f;
|
---|
884 | sray = SimpleRay(origin, direction, MUTATION_BASED_DISTRIBUTION, pdf);
|
---|
885 |
|
---|
886 | return true;
|
---|
887 | }
|
---|
888 |
|
---|
889 | int index;
|
---|
890 | #if 1
|
---|
891 | // get tail of the buffer
|
---|
892 | index = (mLastIndex+1)%mRays.size();
|
---|
893 | if (mRays[index].GetSamplingFactor() >
|
---|
894 | mRays[mLastIndex].GetSamplingFactor()) {
|
---|
895 | // search back for index where this is valid
|
---|
896 | index = (mLastIndex - 1 + mRays.size())%mRays.size();
|
---|
897 | for (int i=0; i < mRays.size(); i++) {
|
---|
898 |
|
---|
899 | // if (mRays[index].mSamples > mRays[mLastIndex].mSamples)
|
---|
900 | // break;
|
---|
901 | if (mRays[index].GetSamplingFactor() >
|
---|
902 | mRays[mLastIndex].GetSamplingFactor() )
|
---|
903 | break;
|
---|
904 | index = (index - 1 + mRays.size())%mRays.size();
|
---|
905 | }
|
---|
906 | // go one step back
|
---|
907 | index = (index+1)%mRays.size();
|
---|
908 | }
|
---|
909 | #else
|
---|
910 | static HaltonSequence iHalton;
|
---|
911 | iHalton.GetNext(1, rr);
|
---|
912 | //rr[0] = RandomValue(0,1);
|
---|
913 | // use binary search to find index with this cdf
|
---|
914 | int l=0, r=mRays.size()-1;
|
---|
915 | while(l<r) {
|
---|
916 | int i = (l+r)/2;
|
---|
917 | if (rr[0] < mRays[i].mCdf )
|
---|
918 | r = i;
|
---|
919 | else
|
---|
920 | l = i+1;
|
---|
921 | }
|
---|
922 | index = l;
|
---|
923 | // if (rr[0] >= mRays[r].mCdf)
|
---|
924 | // index = r;
|
---|
925 | // else
|
---|
926 | // index = l;
|
---|
927 |
|
---|
928 |
|
---|
929 | #endif
|
---|
930 | // cout<<index<<" "<<rr[0]<<" "<<mRays[index].mCdf<<" "<<mRays[(index+1)%mRays.size()].mCdf<<endl;
|
---|
931 |
|
---|
932 | VssRay *ray = mRays[index].mRay;
|
---|
933 | mRays[index].mSamples++;
|
---|
934 | mLastIndex = index;
|
---|
935 |
|
---|
936 | mRays[index].mHalton.GetNext(4, rr);
|
---|
937 |
|
---|
938 | // mutate the origin
|
---|
939 | Vector3 d = ray->GetDir();
|
---|
940 |
|
---|
941 |
|
---|
942 | AxisAlignedBox3 box = ray->mTerminationObject->GetBox();
|
---|
943 | float objectRadius = 0.5f*Magnitude(box.Diagonal());
|
---|
944 | // cout<<objectRadius<<endl;
|
---|
945 | if (objectRadius < Limits::Small)
|
---|
946 | return false;
|
---|
947 |
|
---|
948 | // Compute right handed coordinate system from direction
|
---|
949 | Vector3 U, V;
|
---|
950 | Vector3 nd = Normalize(d);
|
---|
951 | nd.RightHandedBase(U, V);
|
---|
952 |
|
---|
953 | Vector3 origin = ray->mOrigin;
|
---|
954 | Vector3 termination = ray->mTermination; //box.Center(); //ray->mTermination; //box.Center();
|
---|
955 |
|
---|
956 | float radiusExtension = 1.0f;
|
---|
957 | // + mRays[index].mSamples/50.0f;
|
---|
958 |
|
---|
959 | // origin += ComputeOriginMutation(*ray, U, V, Vector2(r[0], r[1]), 0.5f*mOriginMutationSize*radiusExtension);
|
---|
960 | origin += ComputeOriginMutation(*ray, U, V,
|
---|
961 | Vector2(rr[0], rr[1]),
|
---|
962 | objectRadius*radiusExtension);
|
---|
963 | termination += ComputeTerminationMutation(*ray, U, V,
|
---|
964 | Vector2(rr[2], rr[3]),
|
---|
965 | objectRadius*radiusExtension);
|
---|
966 |
|
---|
967 | Vector3 direction = termination - origin;
|
---|
968 |
|
---|
969 | if (Magnitude(direction) < Limits::Small)
|
---|
970 | return false;
|
---|
971 |
|
---|
972 | // shift the origin a little bit
|
---|
973 | origin += direction*0.5f;
|
---|
974 |
|
---|
975 | direction.Normalize();
|
---|
976 |
|
---|
977 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
978 | const float pdf = 1.0f;
|
---|
979 |
|
---|
980 | sray = SimpleRay(origin, direction, MUTATION_BASED_DISTRIBUTION, pdf);
|
---|
981 | return true;
|
---|
982 | }
|
---|
983 |
|
---|
984 | MutationBasedDistribution::MutationBasedDistribution(Preprocessor &preprocessor
|
---|
985 | ) :
|
---|
986 | SamplingStrategy(preprocessor)
|
---|
987 | {
|
---|
988 | mType = MUTATION_BASED_DISTRIBUTION;
|
---|
989 | mBufferStart = 0;
|
---|
990 | mMaxRays = 500000;
|
---|
991 | mRays.reserve(mMaxRays);
|
---|
992 | mOriginMutationSize = 10.0f;
|
---|
993 | mLastIndex = 0;
|
---|
994 | // mOriginMutationSize = Magnitude(preprocessor.mViewCellsManager->
|
---|
995 | // GetViewSpaceBox().Diagonal())*1e-3;
|
---|
996 |
|
---|
997 | }
|
---|
998 |
|
---|
999 |
|
---|
1000 | bool HwGlobalLinesDistribution::GenerateSample(SimpleRay &ray)
|
---|
1001 | {
|
---|
1002 | Vector3 origin, termination, direction;
|
---|
1003 |
|
---|
1004 | float radius = 0.5f *
|
---|
1005 | Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
|
---|
1006 |
|
---|
1007 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
|
---|
1008 |
|
---|
1009 | const int tries = 1000;
|
---|
1010 | int i;
|
---|
1011 | for (i=0; i < tries; i++)
|
---|
1012 | {
|
---|
1013 | float r[2];
|
---|
1014 | sHalton.GetNext(2, r);
|
---|
1015 |
|
---|
1016 | origin = center + (radius * UniformRandomVector(r[0], r[1]));
|
---|
1017 | termination = center;
|
---|
1018 |
|
---|
1019 | if (0)
|
---|
1020 | {
|
---|
1021 | // add a small offset to provide some more randomness in the sampling
|
---|
1022 | Vector3 offset(Random(radius * 1e-3f),
|
---|
1023 | Random(radius * 1e-3f),
|
---|
1024 | Random(radius * 1e-3f));
|
---|
1025 | termination += offset;
|
---|
1026 | }
|
---|
1027 |
|
---|
1028 | direction = termination - origin;
|
---|
1029 |
|
---|
1030 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
1031 | const float c = Magnitude(direction);
|
---|
1032 |
|
---|
1033 | if (c <= Limits::Small)
|
---|
1034 | return false;
|
---|
1035 |
|
---|
1036 | direction *= 1.0f / c;
|
---|
1037 |
|
---|
1038 | // check if the ray intersects the view space box
|
---|
1039 | static Ray ray;
|
---|
1040 | ray.Init(origin, direction, Ray::LOCAL_RAY);
|
---|
1041 |
|
---|
1042 | float tmin, tmax;
|
---|
1043 | if (mPreprocessor.mViewCellsManager->
|
---|
1044 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
|
---|
1045 | break;
|
---|
1046 | }
|
---|
1047 |
|
---|
1048 | if (i != tries)
|
---|
1049 | {
|
---|
1050 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
1051 | const float pdf = 1.0f;
|
---|
1052 |
|
---|
1053 | ray = SimpleRay(origin, direction, HW_GLOBAL_LINES_DISTRIBUTION, pdf);
|
---|
1054 | ray.mType = Ray::GLOBAL_RAY;
|
---|
1055 | return true;
|
---|
1056 | }
|
---|
1057 |
|
---|
1058 | return false;
|
---|
1059 | }
|
---|
1060 |
|
---|
1061 |
|
---|
1062 | }
|
---|
1063 |
|
---|
1064 |
|
---|