示例#1
0
        // Given a brick index, find and accumulate probes in nearby bricks
        private static void CullDilationProbes(int brickIdx, List <Brick> bricks,
                                               float[] validity, ProbeDilationSettings dilationSettings, List <DilationProbe> outProbeIndices)
        {
            outProbeIndices.Clear();
            for (int otherBrickIdx = 0; otherBrickIdx < bricks.Count; otherBrickIdx++)
            {
                var currentBrick = bricks[brickIdx];
                var otherBrick   = bricks[otherBrickIdx];

                float currentBrickSize = Mathf.Pow(3f, currentBrick.size);
                float otherBrickSize   = Mathf.Pow(3f, otherBrick.size);

                // TODO: This should probably be revisited.
                float sqrt2       = 1.41421356237f;
                float maxDistance = sqrt2 * currentBrickSize + sqrt2 * otherBrickSize;
                float interval    = dilationSettings.maxDilationSampleDistance / dilationSettings.brickSize;
                maxDistance = interval * Mathf.Ceil(maxDistance / interval);

                Vector3 currentBrickCenter = currentBrick.position + Vector3.one * currentBrickSize / 2f;
                Vector3 otherBrickCenter   = otherBrick.position + Vector3.one * otherBrickSize / 2f;

                if (Vector3.Distance(currentBrickCenter, otherBrickCenter) <= maxDistance)
                {
                    for (int probeOffset = 0; probeOffset < 64; probeOffset++)
                    {
                        int otherProbeIdx = otherBrickIdx * 64 + probeOffset;

                        if (validity[otherProbeIdx] <= dilationSettings.dilationValidityThreshold)
                        {
                            outProbeIndices.Add(new DilationProbe(otherProbeIdx, 0));
                        }
                    }
                }
            }
        }
示例#2
0
        // Given a probe index, find nearby probes weighted by inverse distance
        private static void FindNearProbes(int probeIdx, Vector3[] probePositions,
                                           ProbeDilationSettings dilationSettings, List <DilationProbe> culledProbes, List <DilationProbe> outNearProbes, out float invDistSum)
        {
            outNearProbes.Clear();
            invDistSum = 0;

            // Sort probes by distance to prioritize closer ones
            for (int culledProbeIdx = 0; culledProbeIdx < culledProbes.Count; culledProbeIdx++)
            {
                float dist = Vector3.Distance(probePositions[culledProbes[culledProbeIdx].idx], probePositions[probeIdx]);
                culledProbes[culledProbeIdx] = new DilationProbe(culledProbes[culledProbeIdx].idx, dist);
            }

            if (!dilationSettings.greedyDilation)
            {
                culledProbes.Sort();
            }

            // Return specified amount of probes under given max distance
            int numSamples = 0;

            for (int sortedProbeIdx = 0; sortedProbeIdx < culledProbes.Count; sortedProbeIdx++)
            {
                if (numSamples >= dilationSettings.maxDilationSamples)
                {
                    return;
                }

                var current = culledProbes[sortedProbeIdx];
                if (current.dist <= dilationSettings.maxDilationSampleDistance)
                {
                    var invDist = 1f / (current.dist * current.dist);
                    invDistSum += invDist;
                    outNearProbes.Add(new DilationProbe(current.idx, invDist));

                    numSamples++;
                }
            }
        }
示例#3
0
        private static void DilateInvalidProbes(Vector3[] probePositions,
                                                List <Brick> bricks, SphericalHarmonicsL1[] sh, float[] validity, ProbeDilationSettings dilationSettings)
        {
            // For each brick
            List <DilationProbe> culledProbes = new List <DilationProbe>();
            List <DilationProbe> nearProbes   = new List <DilationProbe>(dilationSettings.maxDilationSamples);

            for (int brickIdx = 0; brickIdx < bricks.Count; brickIdx++)
            {
                // Find probes that are in bricks nearby
                CullDilationProbes(brickIdx, bricks, validity, dilationSettings, culledProbes);

                // Iterate probes in current brick
                for (int probeOffset = 0; probeOffset < 64; probeOffset++)
                {
                    int probeIdx = brickIdx * 64 + probeOffset;

                    // Skip valid probes
                    if (validity[probeIdx] <= dilationSettings.dilationValidityThreshold)
                    {
                        continue;
                    }

                    // Find distance weighted probes nearest to current probe
                    FindNearProbes(probeIdx, probePositions, dilationSettings, culledProbes, nearProbes, out float invDistSum);

                    // Set invalid probe to weighted average of found neighboring probes
                    var shAverage = new SphericalHarmonicsL1();
                    for (int nearProbeIdx = 0; nearProbeIdx < nearProbes.Count; nearProbeIdx++)
                    {
                        var   nearProbe = nearProbes[nearProbeIdx];
                        float weight    = nearProbe.dist / invDistSum;
                        var   target    = sh[nearProbe.idx];
                        shAverage.shAr += target.shAr * weight;
                        shAverage.shAg += target.shAg * weight;
                        shAverage.shAb += target.shAb * weight;
                    }

                    sh[probeIdx]       = shAverage;
                    validity[probeIdx] = validity[probeIdx];
                }
            }
        }