1 |
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2 | #include "SamplingStrategy.h"
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3 | #include "Ray.h"
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4 | #include "Intersectable.h"
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5 | #include "Preprocessor.h"
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6 | #include "ViewCellsManager.h"
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7 | #include "AxisAlignedBox3.h"
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8 | #include "RssTree.h"
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9 | #include "Mutation.h"
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10 | #include "FilterBasedDistribution.h"
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11 | #include "DifferenceSampling.h"
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12 |
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13 |
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14 | #ifdef USE_PERFTIMER
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15 | #include "Timer/PerfTimer.h"
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16 | #endif
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17 |
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18 | namespace GtpVisibilityPreprocessor {
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19 |
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20 |
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21 | #ifdef USE_PERFTIMER
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22 | extern PerfTimer haltonTimer;
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23 | extern PerfTimer pvsTimer;
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24 | extern PerfTimer viewCellCastTimer;
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25 | #endif
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26 |
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27 | //HaltonSequence SamplingStrategy::sHalton;
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28 |
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29 | HaltonSequence ObjectBasedDistribution::sHalton;
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30 | HaltonSequence MixtureDistribution::sHalton;
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31 | HaltonSequence GlobalLinesDistribution::sHalton;
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32 | HaltonSequence SpatialBoxBasedDistribution::sHalton;
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33 | HaltonSequence ObjectDirectionBasedDistribution::sHalton;
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34 | HaltonSequence DirectionBasedDistribution::sHalton;
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35 | HaltonSequence HwGlobalLinesDistribution::sHalton;
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36 |
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37 | HaltonSequence ViewCellBasedDistribution::sHalton;
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38 |
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39 | SamplingStrategy::SamplingStrategy(Preprocessor &preprocessor):
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40 | mPreprocessor(preprocessor),
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41 | mRatio(1.0f),
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42 | mTotalRays(0),
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43 | mTotalContribution(0.0f)
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44 | {
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45 | }
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46 |
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47 |
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48 | SamplingStrategy::~SamplingStrategy()
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49 | {
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50 | }
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51 |
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52 | int
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53 | SamplingStrategy::GenerateSamples(const int number,
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54 | SimpleRayContainer &rays)
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55 | {
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56 | SimpleRay ray;
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57 | int samples = 0;
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58 | int i = 0;
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59 | const int maxTries = 20;
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60 | // tmp changed matt. Q: should one rejected sample
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61 | // terminate the whole method?
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62 | for (; i < number; i++)
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63 | {
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64 | int j = 0;
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65 | bool sampleGenerated = false;
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66 |
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67 | for (j = 0; !sampleGenerated && (j < maxTries); ++ j)
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68 | {
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69 | sampleGenerated = GenerateSample(ray);
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70 |
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71 | if (sampleGenerated)
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72 | {
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73 | ++ samples;
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74 | rays.push_back(ray);
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75 | //cout << "d " << ray.mDirection << " ";
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76 | }
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77 | }
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78 | }
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79 |
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80 | return samples;
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81 | }
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82 |
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83 |
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84 | /*********************************************************************/
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85 | /* Individual sampling strategies implementation */
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86 | /*********************************************************************/
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87 |
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88 |
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89 | bool ObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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90 | {
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91 | Vector3 origin, direction;
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92 |
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93 | float r[5];
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94 | sHalton.GetNext(5, r);
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95 |
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96 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
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97 | Vector3(r[2],r[3],r[4]));
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98 |
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99 |
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100 | Vector3 point, normal;
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101 |
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102 | r[0] *= (float)mPreprocessor.mObjects.size() - 1;
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103 | const int i = (int)r[0];
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104 |
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105 | Intersectable *object = mPreprocessor.mObjects[i];
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106 |
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107 | // take the remainder as a parameter over objects surface
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108 | r[0] -= (float)i;
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109 |
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110 | object->GetRandomSurfacePoint(r[0], r[1], point, normal);
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111 |
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112 | direction = point - origin;
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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, OBJECT_BASED_DISTRIBUTION, 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
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130 | ObjectDirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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131 | {
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132 | Vector3 origin, direction;
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133 |
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134 |
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135 | float r[4];
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136 | sHalton.GetNext(4, r);
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137 |
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138 | // static Halton<4> halton;
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139 | // halton.GetNext(r);
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140 |
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141 | r[0] *= (float)mPreprocessor.mObjects.size() - 1;
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142 | const int i = (int)r[0];
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143 |
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144 | Intersectable *object = mPreprocessor.mObjects[i];
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145 |
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146 | // take the remainder as a parameter over objects surface
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147 | r[0] -= (float)i;
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148 |
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149 | Vector3 normal;
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150 |
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151 | object->GetRandomSurfacePoint(r[0], r[1], origin, normal);
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152 |
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153 | direction = Normalize(CosineRandomVector(r[2], r[3], normal));
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154 |
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155 | origin += 1e-2f*direction;
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156 |
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157 | // $$ jb the pdf is yet not correct for all sampling methods!
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158 | const float pdf = 1.0f;
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159 |
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160 | ray = SimpleRay(origin, direction, OBJECT_DIRECTION_BASED_DISTRIBUTION, pdf);
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161 |
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162 | return true;
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163 | }
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164 |
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165 |
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166 | bool DirectionBasedDistribution::GenerateSample(SimpleRay &ray)
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167 | {
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168 |
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169 | float r[5];
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170 | sHalton.GetNext(5, r);
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171 |
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172 | Vector3 origin, direction;
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173 | mPreprocessor.mViewCellsManager->GetViewPoint(origin,
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174 | Vector3(r[2],r[3],r[4])
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175 | );
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176 |
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177 | direction = UniformRandomVector(r[0], r[1]);
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178 | const float c = Magnitude(direction);
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179 |
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180 | if (c <= Limits::Small)
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181 | return false;
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182 |
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183 | const float pdf = 1.0f;
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184 |
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185 | direction *= 1.0f / c;
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186 | ray = SimpleRay(origin, direction, DIRECTION_BASED_DISTRIBUTION, pdf);
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187 |
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188 | return true;
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189 | }
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190 |
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191 |
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192 | bool DirectionBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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193 | {
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194 | Vector3 origin, direction;
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195 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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196 |
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197 | const float alpha = RandomValue(0.0f, 2.0f * (float)M_PI);
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198 | const float beta = RandomValue((float)-M_PI * 0.5f, (float)M_PI * 0.5f);
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199 |
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200 | direction = VssRay::GetDirection(alpha, beta);
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201 |
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202 | const float c = Magnitude(direction);
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203 |
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204 | if (c <= Limits::Small)
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205 | return false;
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206 |
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207 | const float pdf = 1.0f;
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208 |
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209 | direction *= 1.0f / c;
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210 | ray = SimpleRay(origin, direction, DIRECTION_BOX_BASED_DISTRIBUTION, pdf);
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211 |
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212 | return true;
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213 | }
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214 |
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215 |
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216 | bool
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217 | SpatialBoxBasedDistribution::GenerateSample(SimpleRay &ray)
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218 | {
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219 |
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220 | Vector3 origin, direction;
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221 |
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222 | float r[6];
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223 | sHalton.GetNext(6, r);
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224 |
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225 | // mPreprocessor.mViewCellsManager->GetViewPoint(origin, Vector3(r[0],
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226 | // r[1],
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227 | // r[2]));
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228 |
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229 | origin = mPreprocessor.sceneBox.GetRandomPoint(Vector3(r[0],
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230 | r[1],
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231 | r[2]));
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232 |
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233 | direction = mPreprocessor.sceneBox.GetRandomPoint(Vector3(r[3],
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234 | r[4],
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235 | r[5])) - origin;
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236 |
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237 | // cout<<mPreprocessor.sceneBox<<endl;
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238 | // cout<<r[0]<<" "<<r[1]<<" "<<r[2]<<" "<<r[3]<<" "<<r[4]<<" "<<r[5]<<endl;
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239 | // cout << " o: " << origin << "d " << direction << endl;
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240 |
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241 | const float c = Magnitude(direction);
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242 |
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243 | if (c <= Limits::Small)
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244 | return false;
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245 |
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246 | const float pdf = 1.0f;
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247 |
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248 | direction *= 1.0f / c;
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249 | ray = SimpleRay(origin, direction, SPATIAL_BOX_BASED_DISTRIBUTION, pdf);
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250 |
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251 |
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252 | return true;
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253 | }
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254 |
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255 |
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256 | bool ReverseObjectBasedDistribution::GenerateSample(SimpleRay &ray)
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257 | {
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258 | Vector3 origin, direction;
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259 |
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260 | mPreprocessor.mViewCellsManager->GetViewPoint(origin);
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261 |
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262 | Vector3 point;
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263 | Vector3 normal;
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264 |
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265 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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266 |
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267 | Intersectable *object = mPreprocessor.mObjects[i];
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268 |
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269 | object->GetRandomSurfacePoint(point, normal);
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270 |
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271 | direction = origin - point;
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272 |
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273 | // $$ jb the pdf is yet not correct for all sampling methods!
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274 | const float c = Magnitude(direction);
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275 |
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276 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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277 | {
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278 | return false;
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279 | }
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280 |
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281 | // $$ jb the pdf is yet not correct for all sampling methods!
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282 | const float pdf = 1.0f;
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283 |
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284 | direction *= 1.0f / c;
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285 | // a little offset
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286 | point += direction * 0.001f;
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287 |
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288 | ray = SimpleRay(point, direction, REVERSE_OBJECT_BASED_DISTRIBUTION, pdf);
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289 |
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290 | return true;
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291 | }
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292 |
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293 |
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294 | bool ViewCellBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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295 | {
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296 | Vector3 origin, direction;
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297 |
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298 | //ViewCellContainer &viewCells = mPreprocessor.mViewCellsManager->GetViewCells();
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299 |
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300 | Vector3 point;
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301 | Vector3 normal, normal2;
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302 |
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303 | //const int vcIdx = (int)RandomValue(0, (float)viewCells.size() - 0.5f);
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304 | const int objIdx = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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305 |
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306 | Intersectable *object = mPreprocessor.mObjects[objIdx];
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307 | ViewCell *viewCell = mViewCell;//viewCells[vcIdx];
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308 |
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309 | object->GetRandomSurfacePoint(point, normal);
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310 | viewCell->GetRandomEdgePoint(origin, normal2);
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311 |
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312 | direction = point - origin;
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313 |
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314 | // $$ jb the pdf is yet not correct for all sampling methods!
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315 | const float c = Magnitude(direction);
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316 |
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317 | if ((c <= Limits::Small) /*|| (DotProd(direction, normal) < 0)*/)
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318 | {
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319 | return false;
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320 | }
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321 |
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322 | // $$ jb the pdf is yet not correct for all sampling methods!
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323 | const float pdf = 1.0f;
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324 | //cout << "p: " << point << " ";
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325 | direction *= 1.0f / c;
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326 | ray = SimpleRay(origin, direction, VIEWCELL_BORDER_BASED_DISTRIBUTION, pdf);
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327 |
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328 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
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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 |
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334 | bool ReverseViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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335 | {
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336 | Vector3 origin, direction;
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337 |
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338 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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339 |
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340 | Vector3 point;
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341 | Vector3 normal;
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342 |
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343 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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344 |
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345 | Intersectable *object = mPreprocessor.mObjects[i];
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346 |
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347 | object->GetRandomSurfacePoint(point, normal);
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348 |
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349 | direction = origin - point;
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350 |
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351 | // $$ jb the pdf is yet not correct for all sampling methods!
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352 | const float c = Magnitude(direction);
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353 |
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354 | if ((c <= Limits::Small) || (DotProd(direction, normal) < 0))
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355 | {
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356 | return false;
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357 | }
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358 |
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359 | // $$ jb the pdf is yet not correct for all sampling methods!
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360 | const float pdf = 1.0f;
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361 | //cout << "p: " << point << " ";
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362 | direction *= 1.0f / c;
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363 | // a little offset
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364 | point += direction * 0.001f;
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365 |
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366 | ray = SimpleRay(point, direction, REVERSE_VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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367 |
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368 | return true;
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369 | }
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370 |
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371 |
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372 | bool ViewSpaceBorderBasedDistribution::GenerateSample(SimpleRay &ray)
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373 | {
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374 | Vector3 origin, direction;
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375 |
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376 | origin = mPreprocessor.mViewCellsManager->GetViewSpaceBox().GetRandomSurfacePoint();
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377 |
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378 | Vector3 point;
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379 | Vector3 normal;
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380 |
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381 | const int i = (int)RandomValue(0, (float)mPreprocessor.mObjects.size() - 0.5f);
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382 |
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383 | Intersectable *object = mPreprocessor.mObjects[i];
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384 |
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385 | object->GetRandomSurfacePoint(point, normal);
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386 | direction = point - origin;
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387 |
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388 | // $$ jb the pdf is yet not correct for all sampling methods!
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389 | const float c = Magnitude(direction);
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390 |
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391 | if (c <= Limits::Small)
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392 | return false;
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393 |
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394 | // $$ jb the pdf is yet not correct for all sampling methods!
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395 | const float pdf = 1.0f;
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396 |
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397 | direction *= 1.0f / c;
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398 |
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399 | // a little offset
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400 | origin += direction * 0.001f;
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401 |
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402 | ray = SimpleRay(origin, direction, VIEWSPACE_BORDER_BASED_DISTRIBUTION, pdf);
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403 |
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404 | return true;
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405 | }
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406 |
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407 |
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408 | bool
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409 | GlobalLinesDistribution::GenerateSample(SimpleRay &ray)
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410 | {
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411 | Vector3 origin, termination, direction;
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412 |
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413 | float radius = 0.5f*Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
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414 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
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415 |
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416 | const int tries = 1000;
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417 | int i;
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418 | for (i=0; i < tries; i++) {
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419 | float r[4];
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420 | sHalton.GetNext(4, r);
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421 |
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422 | origin = center + (radius*UniformRandomVector(r[0], r[1]));
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423 | termination = center + (radius*UniformRandomVector(r[2], r[3]));
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424 |
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425 | direction = termination - origin;
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426 |
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427 |
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428 | // $$ jb the pdf is yet not correct for all sampling methods!
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429 | const float c = Magnitude(direction);
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430 | if (c <= Limits::Small)
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431 | return false;
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432 |
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433 | direction *= 1.0f / c;
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434 |
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435 | // check if the ray intersects the view space box
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436 | static Ray ray;
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437 | ray.Init(origin, direction, Ray::LOCAL_RAY);
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438 |
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439 | float tmin, tmax;
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440 | if (mPreprocessor.mViewCellsManager->
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441 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
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442 | break;
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443 | }
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444 |
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445 | if (i!=tries) {
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446 | // $$ jb the pdf is yet not correct for all sampling methods!
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447 | const float pdf = 1.0f;
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448 |
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449 |
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450 | ray = SimpleRay(origin, direction, GLOBAL_LINES_DISTRIBUTION, pdf);
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451 | ray.mType = Ray::GLOBAL_RAY;
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452 | return true;
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453 | }
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454 |
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455 | return false;
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456 | }
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457 |
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458 |
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459 | /******************************************************************/
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460 | /* class MixtureDistribution implementation */
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461 | /******************************************************************/
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462 |
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463 |
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464 | // has to be called before first usage
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465 | void
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466 | MixtureDistribution::Init()
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467 | {
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468 | for (int i=0; i < mDistributions.size(); i++) {
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469 | // small non-zero value
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470 | mDistributions[i]->mRays = 1;
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471 | mDistributions[i]->mGeneratedRays = 1;
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472 | // unit contribution per ray
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473 | if (1 || mDistributions[i]->mType != RSS_BASED_DISTRIBUTION)
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474 | mDistributions[i]->mContribution = 1.0f;
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475 | else
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476 | mDistributions[i]->mContribution = 0.0f;
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477 | }
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478 | UpdateRatios();
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479 | }
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480 |
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481 | void
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482 | MixtureDistribution::Reset()
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483 | {
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484 | for (int i=0; i < mDistributions.size(); i++) {
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485 | // small non-zero value
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486 | mDistributions[i]->mTotalRays = 0;
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487 | // unit contribution per ray
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488 | mDistributions[i]->mTotalContribution = 0.0f;
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489 | }
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490 | UpdateRatios();
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491 | }
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492 |
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493 | // Generate a new sample according to a mixture distribution
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494 | bool
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495 | MixtureDistribution::GenerateSample(SimpleRay &ray)
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496 | {
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497 | float r;
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498 |
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499 | sHalton.GetNext(1, &r);
|
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500 | //static Halton<1> halton;
|
---|
501 | // halton.GetNext(&r);
|
---|
502 |
|
---|
503 | int i;
|
---|
504 | // pickup a distribution
|
---|
505 | for (i=0; i < (int)mDistributions.size()-1; i++)
|
---|
506 | if (r < mDistributions[i]->mRatio)
|
---|
507 | break;
|
---|
508 |
|
---|
509 | bool result = mDistributions[i]->GenerateSample(ray);
|
---|
510 |
|
---|
511 | if (result)
|
---|
512 | mDistributions[i]->mGeneratedRays++;
|
---|
513 |
|
---|
514 | return result;
|
---|
515 | }
|
---|
516 |
|
---|
517 |
|
---|
518 | #if TEST_PACKETS
|
---|
519 |
|
---|
520 | // add contributions of the sample to the strategies
|
---|
521 | void MixtureDistribution::ComputeContributions(VssRayContainer &vssRays)
|
---|
522 | {
|
---|
523 | int i;
|
---|
524 |
|
---|
525 | mPreprocessor.mViewCellsManager->ComputeSampleContributions(vssRays, true, false);
|
---|
526 |
|
---|
527 | VssRayContainer::iterator it = vssRays.begin();
|
---|
528 |
|
---|
529 | for (i=0; i < mDistributions.size(); i++) {
|
---|
530 | mDistributions[i]->mContribution = 0;
|
---|
531 | mDistributions[i]->mRays = 0;
|
---|
532 | }
|
---|
533 |
|
---|
534 | for(; it != vssRays.end(); ++ it)
|
---|
535 | {
|
---|
536 | VssRay *ray = *it;
|
---|
537 |
|
---|
538 | for (i = 0; i < mDistributions.size() - 1; ++ i)
|
---|
539 | {
|
---|
540 | if (mDistributions[i]->mType == ray->mDistribution)
|
---|
541 | break;
|
---|
542 | }
|
---|
543 |
|
---|
544 | float contribution =
|
---|
545 | mPreprocessor.mViewCellsManager->ComputeSampleContribution(*ray, true, false);
|
---|
546 |
|
---|
547 | mDistributions[i]->mContribution += contribution;
|
---|
548 | mDistributions[i]->mRays ++;
|
---|
549 |
|
---|
550 | mDistributions[i]->mTotalContribution += contribution;
|
---|
551 | mDistributions[i]->mTotalRays ++;
|
---|
552 | }
|
---|
553 |
|
---|
554 | UpdateRatios();
|
---|
555 |
|
---|
556 |
|
---|
557 | const float vcTime = viewCellCastTimer.TotalTime();
|
---|
558 | const float pvsTime = pvsTimer.TotalTime();
|
---|
559 | const float haltonTime = haltonTimer.TotalTime();
|
---|
560 |
|
---|
561 | cout << "view cell cast time: " << vcTime << " s" << endl;
|
---|
562 | cout << "pvs time: " << pvsTime << " s" << endl;
|
---|
563 | cout << "halton time: "<< haltonTime << " s" << endl;
|
---|
564 |
|
---|
565 | Debug << "view cell cast time: " << vcTime << " s" << endl;
|
---|
566 | Debug << "pvs time: " << pvsTime << " s" << endl;
|
---|
567 | Debug << "halton time: "<< haltonTime << " s" << endl;
|
---|
568 | }
|
---|
569 |
|
---|
570 |
|
---|
571 | #else
|
---|
572 |
|
---|
573 | // add contributions of the sample to the strategies
|
---|
574 | void
|
---|
575 | MixtureDistribution::ComputeContributions(VssRayContainer &vssRays)
|
---|
576 | {
|
---|
577 | int i;
|
---|
578 |
|
---|
579 | VssRayContainer::iterator it = vssRays.begin();
|
---|
580 |
|
---|
581 | for (i=0; i < mDistributions.size(); i++) {
|
---|
582 | mDistributions[i]->mContribution = 0;
|
---|
583 | mDistributions[i]->mRays = 0;
|
---|
584 | }
|
---|
585 |
|
---|
586 |
|
---|
587 | for(; it != vssRays.end(); ++it)
|
---|
588 | {
|
---|
589 | VssRay *ray = *it;
|
---|
590 |
|
---|
591 | //if (ray->mTerminationObject->Type() == Intersectable::TRANSFORMED_MESH_INSTANCE)
|
---|
592 | // cout << "found transofrmed mesh instance: " << Intersectable::GetTypeName(ray->mTerminationObject) << " " << endl;
|
---|
593 |
|
---|
594 | for (i=0; i < mDistributions.size()-1; i++)
|
---|
595 | {
|
---|
596 | if (mDistributions[i]->mType == ray->mDistribution)
|
---|
597 | break;
|
---|
598 | }
|
---|
599 |
|
---|
600 | const float contribution =
|
---|
601 | mPreprocessor.mViewCellsManager->ComputeSampleContribution(*ray, true, false);
|
---|
602 |
|
---|
603 | mDistributions[i]->mContribution += contribution;
|
---|
604 | mDistributions[i]->mRays ++;
|
---|
605 |
|
---|
606 | mDistributions[i]->mTotalContribution += contribution;
|
---|
607 | mDistributions[i]->mTotalRays ++;
|
---|
608 | }
|
---|
609 |
|
---|
610 | UpdateRatios();
|
---|
611 |
|
---|
612 |
|
---|
613 | if (1)
|
---|
614 | {
|
---|
615 | #ifdef USE_PERFTIMER
|
---|
616 | const float vcTime = viewCellCastTimer.TotalTime();
|
---|
617 | const float pvsTime = pvsTimer.TotalTime();
|
---|
618 | const float haltonTime = haltonTimer.TotalTime();
|
---|
619 |
|
---|
620 | cout << "view cell cast time: " << vcTime << " s" << endl;
|
---|
621 | cout << "pvs time: " << pvsTime << " s" << endl;
|
---|
622 | cout << "halton time: "<< haltonTime << " s" << endl;
|
---|
623 |
|
---|
624 | Debug << "view cell cast time: " << vcTime << " s" << endl;
|
---|
625 | Debug << "pvs time: " << pvsTime << " s" << endl;
|
---|
626 | Debug << "halton time: "<< haltonTime << " s" << endl;
|
---|
627 | #else
|
---|
628 | cout << "Timers not supported" << endl;
|
---|
629 | Debug << "Timers for PVS,Halton,Viewcell not supported" << endl;
|
---|
630 | #endif
|
---|
631 | }
|
---|
632 | }
|
---|
633 |
|
---|
634 | #endif
|
---|
635 |
|
---|
636 |
|
---|
637 | void
|
---|
638 | MixtureDistribution::UpdateDistributions(VssRayContainer &vssRays)
|
---|
639 | {
|
---|
640 | // now update the distributions with all the rays
|
---|
641 | for (int i=0; i < mDistributions.size(); i++) {
|
---|
642 | mDistributions[i]->Update(vssRays);
|
---|
643 | }
|
---|
644 | }
|
---|
645 |
|
---|
646 | #define RAY_CAST_TIME 0.7f
|
---|
647 | #define VIEWCELL_CAST_TIME 0.3f
|
---|
648 |
|
---|
649 | void
|
---|
650 | MixtureDistribution::UpdateRatios()
|
---|
651 | {
|
---|
652 | // now compute importance (ratio) of all distributions
|
---|
653 | float sum = 0.0f;
|
---|
654 | int i;
|
---|
655 | for (i=0; i < mDistributions.size(); i++) {
|
---|
656 | cout<<i<<": c="<<mDistributions[i]->mContribution<<
|
---|
657 | " rays="<<mDistributions[i]->mRays<<endl;
|
---|
658 | float importance = 0.0f;
|
---|
659 | if (mDistributions[i]->mRays != 0) {
|
---|
660 | //importance = pow(mDistributions[i]->mContribution/mDistributions[i]->mRays, 2);
|
---|
661 | importance = mDistributions[i]->mContribution/
|
---|
662 | (RAY_CAST_TIME*mDistributions[i]->mGeneratedRays +
|
---|
663 | VIEWCELL_CAST_TIME*mDistributions[i]->mRays);
|
---|
664 | }
|
---|
665 | mDistributions[i]->mRatio = importance;
|
---|
666 | sum += importance;
|
---|
667 | }
|
---|
668 |
|
---|
669 | if (sum == 0.0f)
|
---|
670 | sum = Limits::Small;
|
---|
671 |
|
---|
672 | const float minratio = 0.01f;
|
---|
673 |
|
---|
674 | for (i=0; i < mDistributions.size(); i++) {
|
---|
675 | mDistributions[i]->mRatio /= sum;
|
---|
676 | if (mDistributions[i]->mRatio < minratio)
|
---|
677 | mDistributions[i]->mRatio = minratio;
|
---|
678 | }
|
---|
679 |
|
---|
680 | // recaluate the sum after clip
|
---|
681 | sum = 0.0f;
|
---|
682 | for (i=0; i < mDistributions.size(); i++)
|
---|
683 | sum += mDistributions[i]->mRatio;
|
---|
684 |
|
---|
685 | for (i=0; i < mDistributions.size(); i++)
|
---|
686 | mDistributions[i]->mRatio /= sum;
|
---|
687 |
|
---|
688 | for (i=1; i < mDistributions.size(); i++) {
|
---|
689 | mDistributions[i]->mRatio = mDistributions[i-1]->mRatio + mDistributions[i]->mRatio;
|
---|
690 | }
|
---|
691 |
|
---|
692 | cout<<"ratios: ";
|
---|
693 | float last = 0.0f;
|
---|
694 | for (i=0; i < mDistributions.size(); i++) {
|
---|
695 | cout<<mDistributions[i]->mRatio-last<<" ";
|
---|
696 | last = mDistributions[i]->mRatio;
|
---|
697 | }
|
---|
698 | cout<<endl;
|
---|
699 | }
|
---|
700 |
|
---|
701 |
|
---|
702 |
|
---|
703 | bool
|
---|
704 | MixtureDistribution::Construct(char *str)
|
---|
705 | {
|
---|
706 | char *curr = str;
|
---|
707 |
|
---|
708 | while (1) {
|
---|
709 | char *e = strchr(curr,'+');
|
---|
710 | if (e!=NULL) {
|
---|
711 | *e=0;
|
---|
712 | }
|
---|
713 |
|
---|
714 | if (strcmp(curr, "rss")==0) {
|
---|
715 | mDistributions.push_back(new RssBasedDistribution(mPreprocessor));
|
---|
716 | } else
|
---|
717 | if (strcmp(curr, "object")==0) {
|
---|
718 | mDistributions.push_back(new ObjectBasedDistribution(mPreprocessor));
|
---|
719 | } else
|
---|
720 | if (strcmp(curr, "spatial")==0) {
|
---|
721 | mDistributions.push_back(new SpatialBoxBasedDistribution(mPreprocessor));
|
---|
722 | } else
|
---|
723 | if (strcmp(curr, "global")==0) {
|
---|
724 | mDistributions.push_back(new GlobalLinesDistribution(mPreprocessor));
|
---|
725 | } else
|
---|
726 | if (strcmp(curr, "direction")==0) {
|
---|
727 | mDistributions.push_back(new DirectionBasedDistribution(mPreprocessor));
|
---|
728 | } else
|
---|
729 | if (strcmp(curr, "object_direction")==0) {
|
---|
730 | mDistributions.push_back(new ObjectDirectionBasedDistribution(mPreprocessor));
|
---|
731 | } else
|
---|
732 | if (strcmp(curr, "reverse_object")==0) {
|
---|
733 | mDistributions.push_back(new ReverseObjectBasedDistribution(mPreprocessor));
|
---|
734 | } else
|
---|
735 |
|
---|
736 | if (strcmp(curr, "reverse_viewspace_border")==0) {
|
---|
737 | mDistributions.push_back(new ReverseViewSpaceBorderBasedDistribution(mPreprocessor));
|
---|
738 | } else
|
---|
739 | if (strcmp(curr, "mutation")==0) {
|
---|
740 | mDistributions.push_back(new MutationBasedDistribution(mPreprocessor));
|
---|
741 | } else
|
---|
742 | if (strcmp(curr, "filter_based")==0) {
|
---|
743 | mDistributions.push_back(new FilterBasedDistribution(mPreprocessor));
|
---|
744 | }
|
---|
745 | else if (strcmp(curr, "difference")==0) {
|
---|
746 | mDistributions.push_back(new DifferenceSampling(mPreprocessor));
|
---|
747 | }
|
---|
748 |
|
---|
749 |
|
---|
750 |
|
---|
751 | if (e==NULL)
|
---|
752 | break;
|
---|
753 | curr = e+1;
|
---|
754 | }
|
---|
755 |
|
---|
756 | Init();
|
---|
757 | return true;
|
---|
758 | }
|
---|
759 |
|
---|
760 | int
|
---|
761 | MixtureDistribution::GenerateSamples(const int number,
|
---|
762 | SimpleRayContainer &rays)
|
---|
763 | {
|
---|
764 | for (int i=0; i < mDistributions.size(); i++)
|
---|
765 | mDistributions[i]->mGeneratedRays = 0;
|
---|
766 |
|
---|
767 | return SamplingStrategy::GenerateSamples(number, rays);
|
---|
768 | }
|
---|
769 |
|
---|
770 |
|
---|
771 | HwGlobalLinesDistribution::HwGlobalLinesDistribution(Preprocessor &preprocessor):
|
---|
772 | SamplingStrategy(preprocessor)
|
---|
773 | {
|
---|
774 | mType = HW_GLOBAL_LINES_DISTRIBUTION;
|
---|
775 | preprocessor.mUseHwGlobalLines = true;
|
---|
776 | }
|
---|
777 |
|
---|
778 |
|
---|
779 | bool HwGlobalLinesDistribution::GenerateSample(SimpleRay &ray)
|
---|
780 | {
|
---|
781 | Vector3 origin, termination, direction;
|
---|
782 |
|
---|
783 | const float radius = 0.5f *
|
---|
784 | Magnitude(mPreprocessor.mViewCellsManager->GetViewSpaceBox().Size());
|
---|
785 |
|
---|
786 | Vector3 center = mPreprocessor.mViewCellsManager->GetViewSpaceBox().Center();
|
---|
787 |
|
---|
788 | const int tries = 1000;
|
---|
789 | int i;
|
---|
790 | for (i=0; i < tries; i++)
|
---|
791 | {
|
---|
792 | float r[2];
|
---|
793 | sHalton.GetNext(2, r);
|
---|
794 |
|
---|
795 | origin = center + (radius * UniformRandomVector(r[0], r[1]));
|
---|
796 | termination = center;
|
---|
797 |
|
---|
798 | if (0)
|
---|
799 | {
|
---|
800 | // add a small offset to provide some more randomness in the sampling
|
---|
801 | Vector3 offset(Random(radius * 1e-3f),
|
---|
802 | Random(radius * 1e-3f),
|
---|
803 | Random(radius * 1e-3f));
|
---|
804 | termination += offset;
|
---|
805 | }
|
---|
806 |
|
---|
807 | direction = termination - origin;
|
---|
808 |
|
---|
809 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
810 | const float c = Magnitude(direction);
|
---|
811 |
|
---|
812 | if (c <= Limits::Small)
|
---|
813 | return false;
|
---|
814 |
|
---|
815 | direction *= 1.0f / c;
|
---|
816 |
|
---|
817 | // check if the ray intersects the view space box
|
---|
818 | static Ray ray;
|
---|
819 | ray.Init(origin, direction, Ray::LOCAL_RAY);
|
---|
820 |
|
---|
821 | float tmin, tmax;
|
---|
822 | if (mPreprocessor.mViewCellsManager->
|
---|
823 | GetViewSpaceBox().ComputeMinMaxT(ray, &tmin, &tmax) && (tmin < tmax))
|
---|
824 | break;
|
---|
825 | }
|
---|
826 |
|
---|
827 | if (i != tries)
|
---|
828 | {
|
---|
829 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
830 | const float pdf = 1.0f;
|
---|
831 |
|
---|
832 | ray = SimpleRay(origin, direction, HW_GLOBAL_LINES_DISTRIBUTION, pdf);
|
---|
833 | ray.mType = Ray::GLOBAL_RAY;
|
---|
834 | return true;
|
---|
835 | }
|
---|
836 |
|
---|
837 | return false;
|
---|
838 | }
|
---|
839 |
|
---|
840 |
|
---|
841 | bool ViewCellBasedDistribution::GenerateSample(SimpleRay &ray)
|
---|
842 | {
|
---|
843 | Vector3 origin, direction;
|
---|
844 |
|
---|
845 | Vector3 point;
|
---|
846 | Vector3 normal;
|
---|
847 |
|
---|
848 | float r[2];
|
---|
849 | //for (int i=0; i < 2; i++)
|
---|
850 | // r[i] = RandomValue(0, 1);
|
---|
851 |
|
---|
852 | sHalton.GetNext(2, r);
|
---|
853 |
|
---|
854 | direction = UniformRandomVector(r[0], r[1]);
|
---|
855 | const float c = Magnitude(direction);
|
---|
856 |
|
---|
857 | if (c <= Limits::Small)
|
---|
858 | return false;
|
---|
859 |
|
---|
860 | direction *= 1.0f / c;
|
---|
861 |
|
---|
862 | // get point on view cell surface
|
---|
863 | if (0)
|
---|
864 | {
|
---|
865 | //mViewCell->GetRandomEdgePoint(origin, normal);
|
---|
866 | mViewCell->GetRandomSurfacePoint(origin, normal);
|
---|
867 |
|
---|
868 | // move a little bit back to avoid piercing through walls
|
---|
869 | // that bound the view cell
|
---|
870 | if (0) origin -= 0.01f * normal;
|
---|
871 | }
|
---|
872 | else
|
---|
873 | origin = mViewCell->GetBox().GetUniformRandomSurfacePoint();
|
---|
874 |
|
---|
875 | //direction = point - origin;
|
---|
876 |
|
---|
877 | // $$ jb the pdf is yet not correct for all sampling methods!
|
---|
878 | const float pdf = 1.0f;
|
---|
879 |
|
---|
880 | ray = SimpleRay(origin, direction, VIEWCELL_BASED_DISTRIBUTION, pdf);
|
---|
881 |
|
---|
882 | //cout << "ray: " << ray.mOrigin << " " << ray.mDirection << endl;
|
---|
883 |
|
---|
884 | return true;
|
---|
885 | }
|
---|
886 |
|
---|
887 |
|
---|
888 | }
|
---|
889 |
|
---|
890 |
|
---|