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)
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14 | {
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15 | }
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16 |
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17 |
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18 | SamplingStrategy::~SamplingStrategy()
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19 | {
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20 | }
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21 |
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22 | int
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23 | SamplingStrategy::GenerateSamples(const int number,
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24 | SimpleRayContainer &rays) const
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25 | {
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26 | SimpleRay ray;
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27 | int samples = 0;
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28 | int i = 0;
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29 | const int maxTries = 20;
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30 | // tmp changed matt. Q: should one rejected sample
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31 | // terminate the whole method?
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32 | if (0)
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33 | {
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34 | for (; i < number; i++) {
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35 | if (!GenerateSample(ray))
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36 | return i;
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37 | rays.push_back(ray);
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38 | }
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39 | }
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40 | else
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41 | {
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42 | for (; i < number; i++)
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43 | {
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44 | int j = 0;
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45 | bool sampleGenerated = false;
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46 |
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47 | for (j = 0; !sampleGenerated && (j < maxTries); ++ j)
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48 | {
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49 | sampleGenerated = GenerateSample(ray);
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50 |
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51 | if (sampleGenerated)
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52 | {
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53 | ++ samples;
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54 | rays.push_back(ray);
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55 | }
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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 | return samples;
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61 | }
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62 |
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63 |
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64 | /*********************************************************************/
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65 | /* Individual sampling strategies implementation */
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66 | /*********************************************************************/
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67 |
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68 |
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69 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray) const
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70 | {
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71 | Vector3 origin, direction;
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72 |
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73 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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74 |
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75 | Vector3 point;
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76 | Vector3 normal;
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77 | //cout << "y";
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78 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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79 |
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80 | Intersectable *object = mPreprocessor.mObjects[i];
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81 |
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82 | object->GetRandomSurfacePoint(point, normal);
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83 | direction = point - origin;
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84 |
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85 | // $$ jb the pdf is yet not correct for all sampling methods!
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86 | const float c = Magnitude(direction);
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87 |
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88 | if (c <= Limits::Small)
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89 | return false;
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90 |
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91 | // $$ jb the pdf is yet not correct for all sampling methods!
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92 | const float pdf = 1.0f;
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93 |
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94 | direction *= 1.0f / c;
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95 | ray = SimpleRay(origin, direction, pdf);
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96 |
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97 | return true;
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98 | }
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99 |
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100 |
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101 | bool ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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102 | {
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103 | Vector3 origin, direction;
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104 | const int i = (int)RandomValue(0, (Real)mPreprocessor.mObjects.size() - 0.5f);
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105 | Intersectable *object = mPreprocessor.mObjects[i];
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106 |
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107 | Vector3 normal;
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108 | //cout << "x";
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109 | object->GetRandomSurfacePoint(origin, normal);
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110 | direction = UniformRandomVector(normal);
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111 |
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112 | origin += 0.1f * direction;
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113 |
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114 | const float c = Magnitude(direction);
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115 |
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116 | if (c <= Limits::Small)
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117 | return false;
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118 |
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119 | // $$ jb the pdf is yet not correct for all sampling methods!
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120 | const float pdf = 1.0f;
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121 |
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122 | direction *= 1.0f / c;
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123 | ray = SimpleRay(origin, direction, pdf);
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124 |
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125 | return true;
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126 | }
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127 |
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128 |
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129 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray) const
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130 | {
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131 | Vector3 origin, direction;
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132 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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133 |
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134 | direction = UniformRandomVector();
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135 | const float c = Magnitude(direction);
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136 |
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137 | if (c <= Limits::Small)
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138 | return false;
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139 |
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140 | const float pdf = 1.0f;
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141 |
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142 | direction *= 1.0f / c;
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143 | ray = SimpleRay(origin, direction, pdf);
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144 |
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145 | return true;
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146 | }
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147 |
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148 |
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149 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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150 | {
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151 | Vector3 origin, direction;
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152 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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153 |
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154 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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155 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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156 |
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157 | direction = VssRay::GetDirection(alpha, beta);
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158 |
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159 | const float c = Magnitude(direction);
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160 |
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161 | if (c <= Limits::Small)
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162 | return false;
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163 |
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164 | const float pdf = 1.0f;
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165 |
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166 | direction *= 1.0f / c;
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167 | ray = SimpleRay(origin, direction, pdf);
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168 |
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169 | return true;
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170 | }
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171 |
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172 |
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173 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray) const
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174 | {
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175 | Vector3 origin, direction;
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176 |
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177 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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178 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint() - origin;
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179 | //cout << "z";
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180 | const float c = Magnitude(direction);
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181 |
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182 | if (c <= Limits::Small)
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183 | return false;
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184 |
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185 | const float pdf = 1.0f;
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186 |
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187 | direction *= 1.0f / c;
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188 | ray = SimpleRay(origin, direction, pdf);
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189 |
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190 | return true;
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191 | }
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192 |
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193 |
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194 | bool ReverseObjectBasedDistribution::GenerateSample(SimpleRay &ray) const
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195 | {
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196 | Vector3 origin, direction;
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197 |
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198 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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199 |
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200 | Vector3 point;
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201 | Vector3 normal;
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202 | //cout << "y";
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203 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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204 |
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205 | Intersectable *object = mPreprocessor.mObjects[i];
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206 |
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207 | object->GetRandomSurfacePoint(point, normal);
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208 |
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209 | direction = origin - point;
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210 |
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211 | // $$ jb the pdf is yet not correct for all sampling methods!
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212 | const float c = Magnitude(direction);
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213 |
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214 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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215 | {
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216 | return false;
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217 | }
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218 |
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219 | // $$ jb the pdf is yet not correct for all sampling methods!
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220 | const float pdf = 1.0f;
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221 | //cout << "p: " << point << " ";
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222 | direction *= 1.0f / c;
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223 | // a little offset
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224 | point += direction * 0.001f;
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225 |
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226 | ray = SimpleRay(point, direction, pdf);
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227 |
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228 | return true;
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229 | }
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230 |
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231 |
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232 | bool ViewCellBorderBasedDistribution::GenerateSample(SimpleRay &ray) const
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233 | {
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234 | Vector3 origin, direction;
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235 |
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236 | ViewCellContainer &viewCells = mPreprocessor.mViewCellsManager->GetViewCells();
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237 |
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238 | Vector3 point;
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239 | Vector3 normal, normal2;
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240 |
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241 | const int vcIdx = (int)RandomValue(0, (float)viewCells.size() - 0.5f);
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242 | const int objIdx = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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243 |
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244 | Intersectable *object = mPreprocessor.mObjects[objIdx];
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245 | ViewCell *viewCell = viewCells[vcIdx];
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246 |
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247 | //cout << "vc: " << vcIdx << endl;
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248 | //cout << "obj: " << objIdx << endl;
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249 |
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250 | object->GetRandomSurfacePoint(point, normal);
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251 | viewCell->GetRandomEdgePoint(origin, normal2);
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252 |
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253 | direction = point - origin;
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254 |
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255 | // $$ jb the pdf is yet not correct for all sampling methods!
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256 | const float c = Magnitude(direction);
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257 |
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258 | if ((c <= Limits::Small) /*|| (DotProd(direction, normal) < 0)*/)
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259 | {
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260 | return false;
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261 | }
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262 |
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263 | // $$ jb the pdf is yet not correct for all sampling methods!
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264 | const float pdf = 1.0f;
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265 | //cout << "p: " << point << " ";
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266 | direction *= 1.0f / c;
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267 | ray = SimpleRay(origin, direction, pdf);
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268 |
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269 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
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270 |
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271 | return true;
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272 | }
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273 |
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274 |
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275 | #if 0
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276 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray) const
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277 | {
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278 | Vector3 origin, direction;
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279 |
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280 | // get random object
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281 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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282 |
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283 | const Intersectable *obj = mPreprocessor.mObjects[i];
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284 |
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285 | // note: if we load the polygons as meshes,
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286 | // asymtotically every second sample is lost!
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287 | origin = obj->GetBox().GetRandomPoint();
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288 |
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289 | // uniformly distributed direction
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290 | direction = UniformRandomVector();
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291 |
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292 | const float c = Magnitude(direction);
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293 |
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294 | if (c <= Limits::Small)
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295 | return false;
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296 |
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297 | const float pdf = 1.0f;
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298 |
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299 | direction *= 1.0f / c;
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300 | ray = SimpleRay(origin, direction, pdf);
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301 |
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302 | return true;
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303 | }
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304 |
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305 | #endif
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306 |
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307 |
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308 | bool ReverseViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray) const
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309 | {
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310 | Vector3 origin, direction;
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311 |
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312 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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313 |
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314 | Vector3 point;
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315 | Vector3 normal;
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316 | //cout << "y";
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317 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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318 |
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319 | Intersectable *object = mPreprocessor.mObjects[i];
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320 |
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321 | object->GetRandomSurfacePoint(point, normal);
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322 |
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323 | direction = origin - point;
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324 |
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325 | // $$ jb the pdf is yet not correct for all sampling methods!
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326 | const float c = Magnitude(direction);
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327 |
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328 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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329 | {
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330 | return false;
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331 | }
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332 |
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333 | // $$ jb the pdf is yet not correct for all sampling methods!
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334 | const float pdf = 1.0f;
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335 | //cout << "p: " << point << " ";
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336 | direction *= 1.0f / c;
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337 | // a little offset
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338 | point += direction * 0.001f;
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339 |
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340 | ray = SimpleRay(point, direction, pdf);
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341 |
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342 | return true;
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343 | }
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344 |
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345 |
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346 | bool ViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray) const
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347 | {
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348 | Vector3 origin, direction;
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349 |
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350 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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351 |
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352 | Vector3 point;
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353 | Vector3 normal;
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354 | //cout << "w";
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355 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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356 |
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357 | Intersectable *object = mPreprocessor.mObjects[i];
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358 |
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359 | object->GetRandomSurfacePoint(point, normal);
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360 | direction = point - origin;
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361 |
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362 | // $$ jb the pdf is yet not correct for all sampling methods!
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363 | const float c = Magnitude(direction);
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364 |
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365 | if (c <= Limits::Small)
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366 | return false;
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367 |
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368 | // $$ jb the pdf is yet not correct for all sampling methods!
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369 | const float pdf = 1.0f;
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370 |
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371 | direction *= 1.0f / c;
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372 |
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373 | // a little offset
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374 | origin += direction * 0.001f;
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375 |
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376 | ray = SimpleRay(origin, direction, pdf);
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377 |
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378 | return true;
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379 | }
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380 |
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381 |
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382 | bool
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383 | RssBasedDistribution::GenerateSample(SimpleRay &ray) const
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384 | {
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385 | return false;
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386 | }
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387 |
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388 | }
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389 |
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390 |
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