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parameters and statistics for c++ version of photonmapping (#7)
* feat: load exr map * feat: scale and flip the hdr map * feat: added camera * feat: add simple slow but working photonmapping * feat: added cpp version of photonmapping * chore: extracted vector class to separate file * chore: split classes into separate files * chore: removed constant parameters from main * feat: added statistics to main cpp * feat: added statistic for time of execution
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3
code/photonmapping/cpp/.gitignore
vendored
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code/photonmapping/cpp/.gitignore
vendored
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photon_mapping
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*.ppm
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*.jpg
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code/photonmapping/cpp/Plane.h
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code/photonmapping/cpp/Plane.h
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#ifndef PLANE_H
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class Plane {
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public:
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Vector3 point; // A point on the plane
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Vector3 normal; // Normal to the plane
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Vector3 color;
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Plane(const Vector3& p, const Vector3& n, const Vector3& col)
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: point(p), normal(n.normalize()), color(col) {}
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bool intersect(const Vector3& ray_origin, const Vector3& ray_direction, double& t, Vector3& hit_point, Vector3& hit_normal) const {
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double denom = normal.dot(ray_direction);
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if (std::abs(denom) > 1e-6) {
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t = (point - ray_origin).dot(normal) / denom;
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if (t >= 1e-4) {
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hit_point = ray_origin + ray_direction * t;
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hit_normal = normal;
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return true;
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}
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}
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return false;
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}
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};
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#endif
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code/photonmapping/cpp/Sphere.h
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code/photonmapping/cpp/Sphere.h
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#ifndef SPHERE_H
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#define SPHERE_H
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#include "Vector3.h"
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class Sphere {
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public:
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Vector3 center;
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double radius;
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Vector3 color;
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Sphere(const Vector3& c, double r, const Vector3& col)
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: center(c), radius(r), color(col) {}
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bool intersect(const Vector3& ray_origin, const Vector3& ray_direction, double& t, Vector3& hit_point, Vector3& normal) const {
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Vector3 oc = ray_origin - center;
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double a = ray_direction.dot(ray_direction);
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double b = 2.0 * oc.dot(ray_direction);
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double c = oc.dot(oc) - radius * radius;
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double discriminant = b * b - 4 * a * c;
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if (discriminant > 0) {
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t = (-b - std::sqrt(discriminant)) / (2.0 * a);
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hit_point = ray_origin + ray_direction * t;
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normal = (hit_point - center).normalize();
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return true;
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}
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return false;
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}
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};
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#endif // SPHERE_H
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23
code/photonmapping/cpp/Vector3.h
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code/photonmapping/cpp/Vector3.h
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#ifndef VECTOR3_H
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#define VECTOR3_H
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#include <cmath>
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class Vector3 {
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public:
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double x, y, z;
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Vector3(double x_=0, double y_=0, double z_=0): x(x_), y(y_), z(z_) {}
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Vector3 operator + (const Vector3& v) const { return Vector3(x+v.x, y+v.y, z+v.z); }
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Vector3 operator - (const Vector3& v) const { return Vector3(x-v.x, y-v.y, z-v.z); }
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Vector3 operator * (double scalar) const { return Vector3(x*scalar, y*scalar, z*scalar); }
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Vector3 operator / (double scalar) const { return Vector3(x/scalar, y/scalar, z/scalar); }
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Vector3 operator - () const { return Vector3(-x, -y, -z); }
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Vector3 operator * (const Vector3& v) const { return Vector3(x*v.x, y*v.y, z*v.z); }
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double dot(const Vector3& v) const { return x*v.x + y*v.y + z*v.z; }
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double norm() const { return std::sqrt(x*x + y*y + z*z); }
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Vector3 normalize() const { double n = norm(); return Vector3(x/n, y/n, z/n); }
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};
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#endif // VECTOR3_H
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@ -1 +1 @@
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g++ -std=c++11 -O2 main.cpp -o photon_mapping
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g++ -O2 main.cpp -o photon_mapping
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@ -4,94 +4,24 @@
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#include <limits>
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#include <random>
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#include <fstream>
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#include <fstream>
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#include <chrono>
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#include "Vector3.h"
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#include "Sphere.h"
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#include "Plane.h"
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// Define basic vector operations
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class Vector3 {
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public:
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double x, y, z;
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Vector3(double x_=0, double y_=0, double z_=0): x(x_), y(y_), z(z_) {}
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Vector3 operator + (const Vector3& v) const { return Vector3(x+v.x, y+v.y, z+v.z); }
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Vector3 operator - (const Vector3& v) const { return Vector3(x-v.x, y-v.y, z-v.z); }
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Vector3 operator * (double scalar) const { return Vector3(x*scalar, y*scalar, z*scalar); }
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Vector3 operator / (double scalar) const { return Vector3(x/scalar, y/scalar, z/scalar); } // Added operator/
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Vector3 operator - () const { return Vector3(-x, -y, -z); } // Added unary minus operator
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Vector3 operator * (const Vector3& v) const { return Vector3(x*v.x, y*v.y, z*v.z); } // Component-wise multiplication
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double dot(const Vector3& v) const { return x*v.x + y*v.y + z*v.z; }
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double norm() const { return std::sqrt(x*x + y*y + z*z); }
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Vector3 normalize() const { double n = norm(); return Vector3(x/n, y/n, z/n); }
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};
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typedef Vector3 Color; // Alias for RGB color
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// Define the photon
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struct Photon {
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Vector3 position;
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Vector3 direction;
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Color power;
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Vector3 power;
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Photon(const Vector3& pos, const Vector3& dir, const Color& pow)
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Photon(const Vector3& pos, const Vector3& dir, const Vector3& pow)
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: position(pos), direction(dir), power(pow) {}
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};
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// Define a simple sphere
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class Sphere {
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public:
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Vector3 center;
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double radius;
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Color color;
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Sphere(const Vector3& c, double r, const Color& col)
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: center(c), radius(r), color(col) {}
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bool intersect(const Vector3& ray_origin, const Vector3& ray_direction, double& t, Vector3& hit_point, Vector3& normal) const {
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// Solve quadratic equation for intersection
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Vector3 oc = ray_origin - center;
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double a = ray_direction.dot(ray_direction);
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double b = 2.0 * oc.dot(ray_direction);
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double c = oc.dot(oc) - radius * radius;
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double discriminant = b*b - 4*a*c;
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if (discriminant < 0) {
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return false; // No intersection
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} else {
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double sqrt_discriminant = std::sqrt(discriminant);
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double t0 = (-b - sqrt_discriminant) / (2.0 * a);
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double t1 = (-b + sqrt_discriminant) / (2.0 * a);
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t = (t0 < t1 && t0 > 1e-4) ? t0 : t1;
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if (t < 1e-4) {
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return false;
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}
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hit_point = ray_origin + ray_direction * t;
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normal = (hit_point - center).normalize();
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return true;
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}
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}
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};
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// Define a simple plane
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class Plane {
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public:
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Vector3 point; // A point on the plane
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Vector3 normal; // Normal to the plane
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Color color;
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Plane(const Vector3& p, const Vector3& n, const Color& col)
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: point(p), normal(n.normalize()), color(col) {}
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bool intersect(const Vector3& ray_origin, const Vector3& ray_direction, double& t, Vector3& hit_point, Vector3& hit_normal) const {
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double denom = normal.dot(ray_direction);
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if (std::abs(denom) > 1e-6) {
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t = (point - ray_origin).dot(normal) / denom;
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if (t >= 1e-4) {
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hit_point = ray_origin + ray_direction * t;
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hit_normal = normal;
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return true;
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}
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}
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return false;
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}
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};
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// Random number generators
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std::mt19937 rng;
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@ -118,29 +48,57 @@ Vector3 random_hemisphere_direction(const Vector3& normal) {
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std::vector<Photon> photon_map;
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std::vector<void*> objects; // Pointers to objects
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std::vector<int> object_types; // 0 for Sphere, 1 for Plane
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int ray_number = 0;
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int photon_number = 0;
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// Scene setup
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Sphere sphere(Vector3(0, 0, -5), 1.0, Color(1, 0, 0)); // Red sphere
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Plane plane(Vector3(0, -1, 0), Vector3(0, 1, 0), Color(0.5, 0.5, 0.5)); // Gray plane
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Sphere sphere(Vector3(0, 0, -5), 1.0, Vector3(1, 0, 0)); // Red sphere
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Plane plane(Vector3(0, -1, 0), Vector3(0, 1, 0), Vector3(0.5, 0.5, 0.5)); // Gray plane
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// Light source
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Vector3 light_position(-5, 5, -5);
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Color light_power(1000.0, 1000.0, 1000.0); // Intense white light, will scale in code
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Vector3 light_power(1000.0, 1000.0, 1000.0); // Intense white light, will scale in code
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// Parameters
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int num_photons = 10000; // Number of photons to emit
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int max_depth = 5; // Maximum number of bounces
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double gather_radius = 0.5; // Radius for radiance estimation
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// Functions
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void emit_photons();
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void trace_photon(Photon photon, int depth);
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Color trace_ray(const Vector3& ray_origin, const Vector3& ray_direction);
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Color compute_direct_light(const Vector3& point, const Vector3& normal);
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Color estimate_radiance(const Vector3& point, const Vector3& normal);
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void emit_photons(const int num_photons, const int max_depth);
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void trace_photon(Photon photon, int depth, const int max_depth);
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Vector3 trace_ray(const Vector3& ray_origin, const Vector3& ray_direction, const double gather_radius);
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Vector3 compute_direct_light(const Vector3& point, const Vector3& normal);
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Vector3 estimate_radiance(const Vector3& point, const Vector3& normal, const double gather_radius);
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// Main execution
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int main() {
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int main(int argc, char* argv[]) {
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auto start = std::chrono::high_resolution_clock::now(); // Start timer
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int num_photons = 10000;
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int max_depth = 5;
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double gather_radius = 0.5;
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if (argc > 1) {
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num_photons = std::atoi(argv[1]);
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if (num_photons <= 0) {
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std::cerr << "Invalid number of photons. Using default: 10000" << std::endl;
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num_photons = 10000;
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}
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}
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if (argc > 2) {
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max_depth = std::atoi(argv[2]);
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if (max_depth < 0) {
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std::cerr << "Invalid max_depth. Using default: 5" << std::endl;
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max_depth = 5;
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}
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}
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if (argc > 3) {
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gather_radius = std::atof(argv[3]);
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if (gather_radius <= 0) {
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std::cerr << "Invalid gather_radius. Using default: 0.5" << std::endl;
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gather_radius = 0.5;
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}
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}
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std::cout << "Number of photons: " << num_photons << std::endl;
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std::cout << "Max depth: " << max_depth << std::endl;
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std::cout << "Gather radius: " << gather_radius << std::endl;
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// Seed random number generator
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rng.seed(std::random_device()());
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@ -149,26 +107,26 @@ int main() {
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objects.push_back(&sphere); object_types.push_back(0);
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objects.push_back(&plane); object_types.push_back(1);
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emit_photons();
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std::cout << "Photons stored in photon map: " << photon_map.size() << std::endl;
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emit_photons(num_photons, max_depth);
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const int photons_in_map = photon_map.size();
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std::cout << "Rendering image..." << std::endl;
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int width = 200;
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int height = 100;
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std::vector<Color> image(width * height);
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std::vector<Vector3> image(width * height);
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double aspect_ratio = double(width) / height;
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double fov = M_PI / 3.0; // 60 degrees field of view
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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for (int x = 0; x < width; ++x) {
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// Convert pixel coordinate to camera ray
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double px = (2 * (x + 0.5) / double(width) - 1) * tan(fov / 2.0) * aspect_ratio;
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double py = (1 - 2 * (y + 0.5) / double(height)) * tan(fov / 2.0);
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Vector3 ray_origin(0, 0, 0);
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Vector3 ray_direction = Vector3(px, py, -1).normalize();
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Color color = trace_ray(ray_origin, ray_direction);
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image[y * width + x] = Color(
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Vector3 color = trace_ray(ray_origin, ray_direction, gather_radius);
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image[y * width + x] = Vector3(
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std::min(color.x, 1.0),
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std::min(color.y, 1.0),
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std::min(color.z, 1.0)
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@ -191,21 +149,29 @@ int main() {
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ofs << r << " " << g << " " << b << "\n";
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}
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ofs.close();
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std::cout << "Image generated" << std::endl;
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std::cout << "width: " << width << std::endl;
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std::cout << "height: " << width << std::endl;
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std::cout << "photons in map: " << photons_in_map << std::endl;
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std::cout << "count of photons: " << photon_number << std::endl;
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std::cout << "count of rays: " << ray_number << std::endl;
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std::cout << "Image saved to render.ppm" << std::endl;
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std::chrono::duration<double> elapsed = std::chrono::high_resolution_clock::now() - start;
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std::cout << "Execution time: " << elapsed.count() << " seconds" << std::endl;
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return 0;
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}
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void emit_photons() {
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Color per_photon_power = light_power / num_photons; // Scale light power per photon
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void emit_photons(const int num_photons, const int max_depth) {
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Vector3 per_photon_power = light_power / num_photons; // Scale light power per photon
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for (int i = 0; i < num_photons; ++i) {
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// Emit photons in random directions from the light source
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Vector3 direction = random_unit_vector();
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Photon photon(light_position, direction, per_photon_power);
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trace_photon(photon, 0);
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trace_photon(photon, 0, max_depth);
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}
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}
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void trace_photon(Photon photon, int depth) {
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void trace_photon(Photon photon, int depth, const int max_depth) {
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photon_number++;
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if (depth > max_depth) {
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return;
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}
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@ -241,16 +207,17 @@ void trace_photon(Photon photon, int depth) {
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photon.direction = new_direction;
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// Absorb some power
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photon.power = photon.power * 0.8; // Simple absorption
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trace_photon(photon, depth + 1);
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trace_photon(photon, depth + 1, max_depth);
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}
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}
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Color trace_ray(const Vector3& ray_origin, const Vector3& ray_direction) {
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Vector3 trace_ray(const Vector3& ray_origin, const Vector3& ray_direction, const double gather_radius) {
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ray_number++;
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double closest_t = std::numeric_limits<double>::infinity();
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void* hit_object = nullptr;
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int hit_type = -1;
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Vector3 hit_point, normal;
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Color obj_color;
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Vector3 obj_color;
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// Find the nearest intersection
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for (size_t i = 0; i < objects.size(); ++i) {
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double t;
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@ -274,15 +241,15 @@ Color trace_ray(const Vector3& ray_origin, const Vector3& ray_direction) {
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}
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}
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if (hit_object) {
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Color direct_light = compute_direct_light(hit_point, normal);
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Color indirect_light = estimate_radiance(hit_point, normal);
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Vector3 direct_light = compute_direct_light(hit_point, normal);
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Vector3 indirect_light = estimate_radiance(hit_point, normal, gather_radius);
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return obj_color * (direct_light + indirect_light); // Component-wise multiplication
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} else {
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return Color(0, 0, 0); // Background color
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return Vector3(0, 0, 0); // Background color
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}
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}
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Color compute_direct_light(const Vector3& point, const Vector3& normal) {
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Vector3 compute_direct_light(const Vector3& point, const Vector3& normal) {
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// Simple Lambertian reflection from light source
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Vector3 direction_to_light = (light_position - point).normalize();
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// Shadow ray
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@ -306,7 +273,7 @@ Color compute_direct_light(const Vector3& point, const Vector3& normal) {
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}
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}
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if (in_shadow) {
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return Color(0, 0, 0);
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return Vector3(0, 0, 0);
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} else {
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double intensity = std::max(0.0, normal.dot(direction_to_light));
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double distance2 = (light_position - point).dot(light_position - point);
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@ -314,9 +281,9 @@ Color compute_direct_light(const Vector3& point, const Vector3& normal) {
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}
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}
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Color estimate_radiance(const Vector3& point, const Vector3& normal) {
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Vector3 estimate_radiance(const Vector3& point, const Vector3& normal, const double gather_radius) {
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// Gather photons within the gather_radius
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Color accumulated_power(0.0, 0.0, 0.0);
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Vector3 accumulated_power(0.0, 0.0, 0.0);
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for (const auto& photon : photon_map) {
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double distance = (photon.position - point).norm();
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if (distance < gather_radius) {
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