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 |
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9 | namespace GtpVisibilityPreprocessor {
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10 |
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11 |
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12 | HaltonSequence ObjectBasedDistribution::sHalton;
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13 | HaltonSequence MixtureDistribution::sHalton;
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14 | HaltonSequence GlobalLinesDistribution::sHalton;
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15 | HaltonSequence SpatialBoxBasedDistribution::sHalton;
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16 | HaltonSequence ObjectDirectionBasedDistribution::sHalton;
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17 |
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18 |
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19 | SamplingStrategy::SamplingStrategy(Preprocessor &preprocessor):
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20 | mPreprocessor(preprocessor), mRatio(1.0f), mTotalRays(0), mTotalContribution(0.0f)
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21 | {
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22 |
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23 | }
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24 |
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25 |
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26 | SamplingStrategy::~SamplingStrategy()
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27 | {
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28 | }
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29 |
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30 | int
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31 | SamplingStrategy::GenerateSamples(const int number,
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32 | SimpleRayContainer &rays)
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33 | {
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34 | SimpleRay ray;
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35 | int samples = 0;
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36 | int i = 0;
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37 | const int maxTries = 20;
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38 | // tmp changed matt. Q: should one rejected sample
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39 | // terminate the whole method?
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40 | if (0)
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41 | {
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42 | for (; i < number; i++) {
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43 | if (!GenerateSample(ray))
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44 | return i;
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45 | rays.push_back(ray);
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46 | }
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47 | }
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48 | else
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49 | {
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50 | for (; i < number; i++)
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51 | {
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52 | int j = 0;
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53 | bool sampleGenerated = false;
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54 |
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55 | for (j = 0; !sampleGenerated && (j < maxTries); ++ j)
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56 | {
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57 | sampleGenerated = GenerateSample(ray);
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58 |
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59 | if (sampleGenerated)
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60 | {
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61 | ++ samples;
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62 | rays.push_back(ray);
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63 | }
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64 | }
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65 | }
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66 | }
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67 |
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68 | return samples;
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69 | }
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70 |
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71 |
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72 | /*********************************************************************/
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73 | /* Individual sampling strategies implementation */
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74 | /*********************************************************************/
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75 |
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76 |
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77 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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78 | {
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79 | Vector3 origin, direction;
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80 |
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81 | float r[5];
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82 | sHalton.GetNext(5, r);
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83 |
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84 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
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85 | Vector3(r[2],r[3],r[4]));
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86 |
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87 |
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88 | Vector3 point, normal;
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89 |
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90 | r[0] *= (float)mPreprocessor.mObjects.size() - 1;
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91 | const int i = (int)r[0];
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92 |
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93 | Intersectable *object = mPreprocessor.mObjects[i];
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94 |
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95 | // take the remainder as a parameter over objects surface
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96 | r[0] -= (float)i;
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97 |
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98 | object->GetRandomSurfacePoint(r[0], r[1], point, normal);
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99 |
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100 | direction = point - origin;
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101 |
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102 | const float c = Magnitude(direction);
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103 |
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104 | if (c <= Limits::Small)
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105 | return false;
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106 |
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107 | // $$ jb the pdf is yet not correct for all sampling methods!
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108 | const float pdf = 1.0f;
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109 |
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110 | direction *= 1.0f / c;
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111 | ray = SimpleRay(origin, direction, OBJECT_BASED_DISTRIBUTION, pdf);
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112 |
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113 | return true;
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114 | }
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115 |
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116 |
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117 | bool
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118 | ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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119 | {
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120 | Vector3 origin, direction;
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121 |
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122 |
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123 | float r[4];
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124 | sHalton.GetNext(4, r);
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125 |
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126 | r[0] *= mPreprocessor.mObjects.size()-1;
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127 | const int i = (int)r[0];
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128 |
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129 | Intersectable *object = mPreprocessor.mObjects[i];
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130 |
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131 | // take the remainder as a parameter over objects surface
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132 | r[0] -= (float)i;
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133 |
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134 | Vector3 normal;
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135 |
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136 | object->GetRandomSurfacePoint(r[0], r[1], origin, normal);
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137 |
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138 | direction = Normalize(CosineRandomVector(r[2], r[3], normal));
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139 |
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140 | origin += 1e-2f*direction;
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141 |
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142 | // $$ jb the pdf is yet not correct for all sampling methods!
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143 | const float pdf = 1.0f;
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144 |
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145 | ray = SimpleRay(origin, direction, OBJECT_DIRECTION_BASED_DISTRIBUTION, pdf);
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146 |
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147 | return true;
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148 | }
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149 |
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150 |
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151 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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152 | {
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153 | Vector3 origin, direction;
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154 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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155 |
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156 | direction = UniformRandomVector();
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157 | const float c = Magnitude(direction);
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158 |
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159 | if (c <= Limits::Small)
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160 | return false;
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161 |
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162 | const float pdf = 1.0f;
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163 |
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164 | direction *= 1.0f / c;
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165 | ray = SimpleRay(origin, direction, DIRECTION_BASED_DISTRIBUTION, pdf);
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166 |
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167 | return true;
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168 | }
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169 |
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170 |
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171 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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172 | {
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173 | Vector3 origin, direction;
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174 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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175 |
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176 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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177 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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178 |
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179 | direction = VssRay::GetDirection(alpha, beta);
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180 |
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181 | const float c = Magnitude(direction);
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182 |
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183 | if (c <= Limits::Small)
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184 | return false;
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185 |
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186 | const float pdf = 1.0f;
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187 |
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188 | direction *= 1.0f / c;
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189 | ray = SimpleRay(origin, direction, DIRECTION_BOX_BASED_DISTRIBUTION, pdf);
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190 |
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191 | return true;
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192 | }
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193 |
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194 |
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195 | bool SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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196 | {
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197 | Vector3 origin, direction;
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198 |
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199 | float r[6];
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200 | sHalton.GetNext(6, r);
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201 | mPreprocessor.mViewCellsManager->GetViewPoint(origin, Vector3(r[0],r[1],r[2]));
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202 |
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203 | direction = mPreprocessor.mKdTree->GetBox().GetRandomPoint(Vector3(r[3],
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204 | r[4],
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205 | r[5])
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206 | ) - origin;
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207 | //cout << "z";
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208 | const float c = Magnitude(direction);
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209 |
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210 | if (c <= Limits::Small)
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211 | return false;
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212 |
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213 | const float pdf = 1.0f;
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214 |
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215 | direction *= 1.0f / c;
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216 | ray = SimpleRay(origin, direction, SPATIAL_BOX_BASED_DISTRIBUTION, pdf);
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217 |
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218 | return true;
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219 | }
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220 |
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221 |
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222 | bool ReverseObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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223 | {
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224 | Vector3 origin, direction;
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225 |
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226 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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227 |
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228 | Vector3 point;
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229 | Vector3 normal;
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230 | //cout << "y";
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231 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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232 |
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233 | Intersectable *object = mPreprocessor.mObjects[i];
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234 |
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235 | object->GetRandomSurfacePoint(point, normal);
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236 |
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237 | direction = origin - point;
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238 |
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239 | // $$ jb the pdf is yet not correct for all sampling methods!
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240 | const float c = Magnitude(direction);
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241 |
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242 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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243 | {
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244 | return false;
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245 | }
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246 |
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247 | // $$ jb the pdf is yet not correct for all sampling methods!
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248 | const float pdf = 1.0f;
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249 | //cout << "p: " << point << " ";
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250 | direction *= 1.0f / c;
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251 | // a little offset
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252 | point += direction * 0.001f;
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253 |
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254 | ray = SimpleRay(point, direction, REVERSE_OBJECT_BASED_DISTRIBUTION, pdf);
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255 |
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256 | return true;
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257 | }
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258 |
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259 |
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260 | bool ViewCellBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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261 | {
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262 | Vector3 origin, direction;
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263 |
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264 | ViewCellContainer &viewCells = mPreprocessor.mViewCellsManager->GetViewCells();
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265 |
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266 | Vector3 point;
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267 | Vector3 normal, normal2;
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268 |
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269 | const int vcIdx = (int)RandomValue(0, (float)viewCells.size() - 0.5f);
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270 | const int objIdx = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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271 |
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272 | Intersectable *object = mPreprocessor.mObjects[objIdx];
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273 | ViewCell *viewCell = viewCells[vcIdx];
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274 |
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275 | //cout << "vc: " << vcIdx << endl;
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276 | //cout << "obj: " << objIdx << endl;
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277 |
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278 | object->GetRandomSurfacePoint(point, normal);
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279 | viewCell->GetRandomEdgePoint(origin, normal2);
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280 |
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281 | direction = point - origin;
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282 |
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283 | // $$ jb the pdf is yet not correct for all sampling methods!
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284 | const float c = Magnitude(direction);
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285 |
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286 | if ((c <= Limits::Small) /*|| (DotProd(direction, normal) < 0)*/)
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287 | {
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288 | return false;
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289 | }
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290 |
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291 | // $$ jb the pdf is yet not correct for all sampling methods!
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292 | const float pdf = 1.0f;
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293 | //cout << "p: " << point << " ";
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294 | direction *= 1.0f / c;
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295 | ray = SimpleRay(origin, direction, VIEWCELL_BORDER_BASED_DISTRIBUTION, pdf);
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296 |
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297 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
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298 |
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299 | return true;
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300 | }
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301 |
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302 |
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303 | #if 0
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304 | bool ObjectsInteriorDistribution::GenerateSample(SimpleRay &ray)
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305 | {
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306 | Vector3 origin, direction;
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307 |
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308 | // get random object
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309 | const int i = RandomValue(0, mPreprocessor.mObjects.size() - 1);
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310 |
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311 | const Intersectable *obj = mPreprocessor.mObjects[i];
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312 |
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313 | // note: if we load the polygons as meshes,
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314 | // asymtotically every second sample is lost!
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315 | origin = obj->GetBox().GetRandomPoint();
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316 |
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317 | // uniformly distributed direction
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318 | direction = UniformRandomVector();
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319 |
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320 | const float c = Magnitude(direction);
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321 |
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322 | if (c <= Limits::Small)
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323 | return false;
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324 |
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325 | const float pdf = 1.0f;
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326 |
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327 | direction *= 1.0f / c;
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328 | ray = SimpleRay(origin, direction, pdf);
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329 |
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330 | return true;
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331 | }
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332 |
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333 | #endif
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334 |
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335 |
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336 | bool ReverseViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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337 | {
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338 | Vector3 origin, direction;
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339 |
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340 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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341 |
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342 | Vector3 point;
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343 | Vector3 normal;
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344 | //cout << "y";
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345 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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346 |
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347 | Intersectable *object = mPreprocessor.mObjects[i];
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348 |
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349 | object->GetRandomSurfacePoint(point, normal);
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350 |
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351 | direction = origin - point;
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352 |
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353 | // $$ jb the pdf is yet not correct for all sampling methods!
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354 | const float c = Magnitude(direction);
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355 |
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356 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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357 | {
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358 | return false;
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359 | }
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360 |
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361 | // $$ jb the pdf is yet not correct for all sampling methods!
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362 | const float pdf = 1.0f;
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363 | //cout << "p: " << point << " ";
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364 | direction *= 1.0f / c;
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365 | // a little offset
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366 | point += direction * 0.001f;
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367 |
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368 | ray = SimpleRay(point, direction, REVERSE_VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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369 |
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370 | return true;
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371 | }
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372 |
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373 |
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374 | bool ViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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375 | {
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376 | Vector3 origin, direction;
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377 |
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378 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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379 |
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380 | Vector3 point;
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381 | Vector3 normal;
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382 | //cout << "w";
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383 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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384 |
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385 | Intersectable *object = mPreprocessor.mObjects[i];
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386 |
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387 | object->GetRandomSurfacePoint(point, normal);
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388 | direction = point - origin;
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389 |
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390 | // $$ jb the pdf is yet not correct for all sampling methods!
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391 | const float c = Magnitude(direction);
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392 |
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393 | if (c <= Limits::Small)
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394 | return false;
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395 |
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396 | // $$ jb the pdf is yet not correct for all sampling methods!
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397 | const float pdf = 1.0f;
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398 |
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399 | direction *= 1.0f / c;
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400 |
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401 | // a little offset
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402 | origin += direction * 0.001f;
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403 |
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404 | ray = SimpleRay(origin, direction, VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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405 |
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406 | return true;
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407 | }
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408 |
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409 |
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410 |
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411 |
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412 | bool
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413 | GlobalLinesDistribution::GenerateSample(SimpleRay &ray)
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414 | {
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415 | Vector3 origin, termination, direction;
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416 |
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417 | float radius = 0.5f*Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
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418 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
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419 |
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420 | const int tries = 1000;
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421 | int i;
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422 | for (i=0; i < tries; i++) {
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423 | float r[4];
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424 | sHalton.GetNext(4, r);
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425 |
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426 | origin = center + (radius*UniformRandomVector(r[0], r[1]));
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427 | termination = center + (radius*UniformRandomVector(r[2], r[3]));
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428 |
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429 | direction = termination - origin;
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430 |
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431 |
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432 | // $$ jb the pdf is yet not correct for all sampling methods!
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433 | const float c = Magnitude(direction);
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434 | if (c <= Limits::Small)
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435 | return false;
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436 |
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437 | direction *= 1.0f / c;
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438 |
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439 | // check if the ray intersects the view space box
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440 | static Ray ray;
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441 | ray.Init(origin, direction, Ray::LOCAL_RAY);
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442 |
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443 | float tmin, tmax;
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444 | if (mPreprocessor.mViewCellsManager->
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445 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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446 | break;
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447 | }
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448 |
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449 | if (i!=tries) {
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450 | // $$ jb the pdf is yet not correct for all sampling methods!
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451 | const float pdf = 1.0f;
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452 |
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453 |
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454 | ray = SimpleRay(origin, direction, GLOBAL_LINES_DISTRIBUTION, pdf);
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455 | ray.mType = Ray::GLOBAL_RAY;
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456 | return true;
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457 | }
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458 |
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459 | return false;
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460 | }
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461 |
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462 |
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463 | // has to called before first usage
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464 | void
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465 | MixtureDistribution::Init()
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466 | {
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467 | for (int i=0; i < mDistributions.size(); i++) {
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468 | // small non-zero value
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469 | mDistributions[i]->mRays = 1;
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470 | // unit contribution per ray
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471 | if (1 || mDistributions[i]->mType != RSS_BASED_DISTRIBUTION)
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472 | mDistributions[i]->mContribution = 1.0f;
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473 | else
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474 | mDistributions[i]->mContribution = 0.0f;
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475 | }
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476 | UpdateRatios();
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477 | }
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478 |
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479 | void
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480 | MixtureDistribution::Reset()
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481 | {
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482 | for (int i=0; i < mDistributions.size(); i++) {
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483 | // small non-zero value
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484 | mDistributions[i]->mTotalRays = 0;
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485 | // unit contribution per ray
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486 | mDistributions[i]->mTotalContribution = 0.0f;
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487 | }
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488 | UpdateRatios();
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489 | }
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490 |
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491 | // Generate a new sample according to a mixture distribution
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492 | bool
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493 | MixtureDistribution::GenerateSample(SimpleRay &ray)
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494 | {
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495 | float r;
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496 | sHalton.GetNext(1, &r);
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497 |
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498 | // pickup a distribution
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499 | for (int i=0; i < mDistributions.size()-1; i++)
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500 | if (r < mDistributions[i]->mRatio)
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501 | break;
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502 |
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503 | return mDistributions[i]->GenerateSample(ray);
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---|
504 | }
|
---|
505 |
|
---|
506 | // add contributions of the sample to the strategies
|
---|
507 | void
|
---|
508 | MixtureDistribution::ComputeContributions(VssRayContainer &vssRays)
|
---|
509 | {
|
---|
510 | int i;
|
---|
511 |
|
---|
512 | VssRayContainer::iterator it = vssRays.begin();
|
---|
513 |
|
---|
514 | for (i=0; i < mDistributions.size(); i++) {
|
---|
515 | mDistributions[i]->mContribution = 0;
|
---|
516 | mDistributions[i]->mRays = 0;
|
---|
517 | }
|
---|
518 |
|
---|
519 | for(; it != vssRays.end(); ++it) {
|
---|
520 | VssRay *ray = *it;
|
---|
521 | for (i=0; i < mDistributions.size()-1; i++) {
|
---|
522 | if (mDistributions[i]->mType == ray->mDistribution)
|
---|
523 | break;
|
---|
524 | }
|
---|
525 |
|
---|
526 | float contribution =
|
---|
527 | mPreprocessor.mViewCellsManager->ComputeSampleContribution(*ray, true, false);
|
---|
528 | mDistributions[i]->mContribution += contribution;
|
---|
529 | mDistributions[i]->mRays ++;
|
---|
530 |
|
---|
531 | mDistributions[i]->mTotalContribution += contribution;
|
---|
532 | mDistributions[i]->mTotalRays ++;
|
---|
533 | }
|
---|
534 |
|
---|
535 | // now update the distributions with all the rays
|
---|
536 | for (i=0; i < mDistributions.size(); i++) {
|
---|
537 | mDistributions[i]->Update(vssRays);
|
---|
538 | }
|
---|
539 |
|
---|
540 |
|
---|
541 | UpdateRatios();
|
---|
542 | }
|
---|
543 |
|
---|
544 | void
|
---|
545 | MixtureDistribution::UpdateRatios()
|
---|
546 | {
|
---|
547 | // now compute importance (ratio) of all distributions
|
---|
548 | float sum = 0.0f;
|
---|
549 | int i;
|
---|
550 | for (i=0; i < mDistributions.size(); i++) {
|
---|
551 | cout<<i<<": c="<<mDistributions[i]->mContribution<<
|
---|
552 | " rays="<<mDistributions[i]->mRays<<endl;
|
---|
553 | float importance = 0.0f;
|
---|
554 | if (mDistributions[i]->mRays != 0) {
|
---|
555 | importance = pow(mDistributions[i]->mContribution/mDistributions[i]->mRays, 3);
|
---|
556 | }
|
---|
557 | if (importance < Limits::Small)
|
---|
558 | importance = Limits::Small;
|
---|
559 | mDistributions[i]->mRatio = importance;
|
---|
560 | sum += importance;
|
---|
561 | }
|
---|
562 |
|
---|
563 | const float minratio = 0.05f;
|
---|
564 | float threshold = minratio*sum;
|
---|
565 | for (i=0; i < mDistributions.size(); i++) {
|
---|
566 | if (mDistributions[i]->mRatio < threshold) {
|
---|
567 | sum += threshold - mDistributions[i]->mRatio;
|
---|
568 | mDistributions[i]->mRatio = threshold;
|
---|
569 | }
|
---|
570 | }
|
---|
571 |
|
---|
572 | mDistributions[0]->mRatio /= sum;
|
---|
573 |
|
---|
574 | for (i=1; i < mDistributions.size(); i++) {
|
---|
575 | float r = mDistributions[i]->mRatio / sum;
|
---|
576 | mDistributions[i]->mRatio = mDistributions[i-1]->mRatio + r;
|
---|
577 | }
|
---|
578 |
|
---|
579 | cout<<"ratios: ";
|
---|
580 | for (i=0; i < mDistributions.size(); i++)
|
---|
581 | cout<<mDistributions[i]->mRatio<<" ";
|
---|
582 | cout<<endl;
|
---|
583 | }
|
---|
584 |
|
---|
585 |
|
---|
586 |
|
---|
587 | bool
|
---|
588 | MixtureDistribution::Construct(char *str)
|
---|
589 | {
|
---|
590 | char *curr = str;
|
---|
591 |
|
---|
592 | while (1) {
|
---|
593 | char *e = strchr(curr,'+');
|
---|
594 | if (e!=NULL) {
|
---|
595 | *e=0;
|
---|
596 | }
|
---|
597 |
|
---|
598 | if (strcmp(curr, "rss")==0) {
|
---|
599 | mDistributions.push_back(new RssBasedDistribution(mPreprocessor));
|
---|
600 | } else
|
---|
601 | if (strcmp(curr, "object")==0) {
|
---|
602 | mDistributions.push_back(new ObjectBasedDistribution(mPreprocessor));
|
---|
603 | } else
|
---|
604 | if (strcmp(curr, "spatial")==0) {
|
---|
605 | mDistributions.push_back(new SpatialBoxBasedDistribution(mPreprocessor));
|
---|
606 | } else
|
---|
607 | if (strcmp(curr, "global")==0) {
|
---|
608 | mDistributions.push_back(new GlobalLinesDistribution(mPreprocessor));
|
---|
609 | } else
|
---|
610 | if (strcmp(curr, "direction")==0) {
|
---|
611 | mDistributions.push_back(new DirectionBasedDistribution(mPreprocessor));
|
---|
612 | } else
|
---|
613 | if (strcmp(curr, "object_direction")==0) {
|
---|
614 | mDistributions.push_back(new ObjectDirectionBasedDistribution(mPreprocessor));
|
---|
615 | } else
|
---|
616 | if (strcmp(curr, "reverse_object")==0) {
|
---|
617 | mDistributions.push_back(new ReverseObjectBasedDistribution(mPreprocessor));
|
---|
618 | } else
|
---|
619 | if (strcmp(curr, "reverse_viewspace_border")==0) {
|
---|
620 | mDistributions.push_back(new ReverseViewSpaceBorderBasedDistribution(mPreprocessor));
|
---|
621 | }
|
---|
622 |
|
---|
623 | if (e==NULL)
|
---|
624 | break;
|
---|
625 | curr = e+1;
|
---|
626 | }
|
---|
627 |
|
---|
628 | Init();
|
---|
629 | return true;
|
---|
630 | }
|
---|
631 |
|
---|
632 | }
|
---|
633 |
|
---|
634 |
|
---|