DHART
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Functions for analyzing the view of an observer in an environment at human scale. More...
Static Public Member Functions | |
static ManagedFloatArray | ViewAnalysisAggregate (EmbreeBVH bvh, IEnumerable< Vector3D > nodes, int ray_count, float upward_fov=50.0f, float downward_fov=70.0f, float height=1.7f, ViewAggregateType type=ViewAggregateType.AVERAGE) |
Conduct view analysis and aggregate the results for each node. More... | |
static ResultArray | ViewAnalysisStandard (EmbreeBVH bvh, IEnumerable< Vector3D > nodes, int ray_count, float upward_fov=50.0f, float downward_fov=70.0f, float height=1.7f) |
Conduct View Analysis and access the results of every ray casted for every node. More... | |
static DirectionArray | SphericallyDistributeRays (int num_rays, float upward_fov=50f, float downward_fov=70f) |
Distribute a set of points equally on a unit sphere. More... | |
Functions for analyzing the view of an observer in an environment at human scale.
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static |
Distribute a set of points equally on a unit sphere.
num_rays | The number of points to distribute. |
upward_fov | Maximum angle above the sphere to generate points in degrees, |
downward_fov | Maximum angle in degrees downwards to generate. |
ray_count
depending on the provided field of view restrictions.[0, -1, 0, -0.2650034, -0.8181818, . . . -0.7649929, 0.4396428, 0.8181818, 0.3705303]
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static |
Conduct view analysis and aggregate the results for each node.
bvh | the Geometry to intersect with. |
nodes | Observer locations to perform view analysis from. |
ray_count | Number of rays to cast. Higher values provide more accurate analysis, but increase the runtime of this function |
upward_fov | Maximum angle in degrees above the viewer's eye level that is considered. |
downward_fov | Maximum angle in degrees below the viewer's eye level that is considered. |
height | Height of the observer. Nodes are offset this distance from the ground before the analysis is performed. |
type | How the distances for all hits should be aggregated. See ViewAggregateType for a list of all aggregation methods. |
The rays for each node will be casted in parallel using all available cores on the host's machine.
[480, 451, 428]
Referenced by StringToEdgeCost.Main().
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static |
Conduct View Analysis and access the results of every ray casted for every node.
bvh | Geometry to intersect with. |
nodes | Observer locations to perform view analysis from. |
ray_count | Number of rays to cast.Higher values provide more accurate analysis, but increase the runtime and memory consumption of this function. |
upward_fov | Maximum angle in degrees above the viewer's eye level that is considered. |
downward_fov | Maximum angle in degrees below the viewer's eye level that is considered. |
height | Height of the observer. Nodes are offset this distance from the ground before the analysis is performed. |
nodes.Count()
by num_rays
2 dimensional array of results for each node and each ray casted. For example, every ray for node one is located at row 1, and the results for every ray casted from node 2 are located at row 2.The rays for each node will be casted in parallel using all available cores on the host's machine.