Initial Release
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This value is mapped into a gray shade according to this formula
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v=clamp(v,LowPass,HighPass)
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v=(v-LowPass)/(HighPass-LowPass)
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graylevel=GammaCorrection(v,GammaLev)
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Some useful hints:
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keys
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'c' compute the sampling (sample are added so pressing c twice is the same of using 2n sampling directions)
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'S' save a ply with the currently computed color.
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's' smooth (average) the computed visibility
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' ' add the current view to the sampling direction
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'l' Increase LowPass
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'L' Decrease LowPass
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'h' Increase HighPass
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'H' Decrease HighPass
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'g' Increase GammaLev
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'G' Decrease GammaLev
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'a' Toggle Lighting
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'A' Toggle per vertex coloring
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options
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-n <number> set the number of sampling direction (default 32, but 100~1000 should be better)
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-f flip normal of the surface
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-z <float> specify the z tolerance used to decide if a vertex is visible against the zbuffer or not (default 1e-4, useful range 1e-3 .. 1e-6)
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