1 | #include "SamplingStrategy.h"
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2 | #include "Ray.h"
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3 | #include "Intersectable.h"
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4 | #include "Preprocessor.h"
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5 | #include "ViewCellsManager.h"
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6 | #include "AxisAlignedBox3.h"
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7 |
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8 |
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9 | namespace GtpVisibilityPreprocessor {
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10 |
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11 |
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12 | /*********************************************************************/
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13 | /* Individual sampling strategies implementation */
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14 | /*********************************************************************/
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15 |
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16 |
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17 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray) const
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18 | {
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19 | Vector3 origin, direction;
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20 |
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21 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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22 |
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23 | Vector3 point;
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24 | Vector3 normal;
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25 |
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26 | const int i = (int)RandomValue(0, float((int)mPreprocessor.mObjects.size() - 1));
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27 |
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28 | Intersectable *object = mPreprocessor.mObjects[i];
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29 |
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30 | object->GetRandomSurfacePoint(point, normal);
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31 | direction = point - origin;
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32 |
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33 | // $$ jb the pdf is yet not correct for all sampling methods!
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34 | const float c = Magnitude(direction);
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35 |
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36 | if (c <= Limits::Small)
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37 | return false;
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38 |
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39 | // $$ jb the pdf is yet not correct for all sampling methods!
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40 | const float pdf = 1.0f;
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41 |
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42 | direction *= 1.0f / c;
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43 | ray = SimpleRay(origin, direction, pdf);
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44 |
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45 | return true;
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46 | }
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47 |
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48 |
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49 | bool ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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50 | {
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51 | Vector3 origin, direction;
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52 |
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53 | const int i = (int)RandomValue(0, (Real)((int)mPreprocessor.mObjects.size() - 1));
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54 |
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55 | Intersectable *object = mPreprocessor.mObjects[i];
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56 |
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57 | Vector3 normal;
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58 |
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59 | object->GetRandomSurfacePoint(origin, normal);
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60 | direction = UniformRandomVector(normal);
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61 |
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62 | origin += 0.1f * direction;
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63 |
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64 | const float c = Magnitude(direction);
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65 |
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66 | if (c <= Limits::Small)
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67 | return false;
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68 |
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69 | // $$ jb the pdf is yet not correct for all sampling methods!
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70 | const float pdf = 1.0f;
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71 |
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72 | direction *= 1.0f / c;
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73 | ray = SimpleRay(origin, direction, pdf);
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74 |
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75 | return true;
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76 | }
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77 |
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78 |
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79 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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80 | {
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81 | Vector3 origin, direction;
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82 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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83 |
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84 | direction = UniformRandomVector();
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85 |
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86 | const float c = Magnitude(direction);
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87 |
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88 | if (c <= Limits::Small)
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89 | return false;
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90 |
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91 | const float pdf = 1.0f;
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92 |
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93 | direction *= 1.0f / c;
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94 | ray = SimpleRay(origin, direction, pdf);
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95 |
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96 | return true;
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97 | }
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98 |
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99 |
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100 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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101 | {
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102 | Vector3 origin, direction;
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103 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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104 |
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105 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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106 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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107 |
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108 | direction = VssRay::GetDirection(alpha, beta);
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109 |
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110 | const float c = Magnitude(direction);
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111 |
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112 | if (c <= Limits::Small)
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113 | return false;
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114 |
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115 | const float pdf = 1.0f;
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116 |
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117 | direction *= 1.0f / c;
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118 | ray = SimpleRay(origin, direction, pdf);
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119 |
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120 | return true;
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121 | }
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122 |
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123 |
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124 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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125 | {
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126 | Vector3 origin, direction;
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127 |
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128 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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129 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint() - origin;
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130 |
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131 | const float c = Magnitude(direction);
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132 |
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133 | if (c <= Limits::Small)
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134 | return false;
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135 |
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136 | const float pdf = 1.0f;
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137 |
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138 | direction *= 1.0f / c;
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139 | ray = SimpleRay(origin, direction, pdf);
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140 |
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141 | return true;
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142 | }
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143 |
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144 | /*
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145 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray) const
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146 | {
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147 | Vector3 origin, direction;
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148 |
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149 | // get random object
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150 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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151 |
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152 | const Intersectable *obj = mPreprocessor.mObjects[i];
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153 |
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154 | // note: if we load the polygons as meshes,
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155 | // asymtotically every second sample is lost!
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156 | origin = obj->GetBox().GetRandomPoint();
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157 |
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158 | // uniformly distributed direction
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159 | direction = UniformRandomVector();
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160 |
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161 | const float c = Magnitude(direction);
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162 |
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163 | if (c <= Limits::Small)
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164 | return false;
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165 |
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166 | const float pdf = 1.0f;
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167 |
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168 | direction *= 1.0f / c;
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169 | ray = SimpleRay(origin, direction, pdf);
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170 |
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171 | return true;
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172 | }*/
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173 |
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174 | } |
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