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Home » छावनी » पश्चिम कमान
https://kasauli.cantt.gov.in/
कार्यालय भवन:
बोर्ड का गठन:
During 1840, survey of Kasauli was conducted by Colonel Tapp, the then Political Agent of the British Govt. at Subathu and Kasauli was established as a Cantonment in the year 1850.
The first Army Regiment to be stationed there was the 13th light infantry. The average height of Kasauli is 6000 feet above sea level. Besides housing a Brigade Headquarters, Kasauli also has many important organizations including the Central Research Institute, (a premier Medical Research Centre functioning there since 1906), a T.V. tower, a microwave Station and Air Force Station. Due to its proximity to the States of Punjab and Haryana and the Union Territory of Chandigarh, Kasauli has all the time been a favourite tourist station.
The Cantonment is situated on an area spread over 643.96 acres out of which 47.45 acres from the notified civil area. The total population of Kasauli as per the Census 2011 is 3885 which excludes the Army population.
Brig. Deepak Sharma,SM
मुख्य अधिशासी अधिकारी
Shri Anuj Goel
सम्पर्क सूत्र:
Mob. 09418082029 ,Ph: 01792-272029(telefax)
Shri Jaspreet Singh
Mob. 09418197999
स्कूलों की जानकारी:
The Cantonment Board Primary School was established in the year 1916 by the British Govt. Earlier the School was known as Cantonment Girls School and education was given only girl students . Around 1960 the co-education was started in the school. The students belonging from weaker sections are getting education from the school.Out of seven sanctioned strength of regular teachers, there are five regular teachers in primary section. The Cantonment Board Primary School was upgraded upto Middle standard since Feb.,2003.
Cantonment Board Middle School,Kasauli
A total of 138 students have been enrolled in the year 2016-17 out of which 71 are girls.
Total no. of teachers are 15
Major Initialives:
computer education has been started in the school.
प्रधानाचार्य/मुख्याध्यापक
Smt. Paramjeet Kaur
अस्पताल/औषधालय की जानकारी
The Cantonment Board Hospital was established by the British Govt. during the year 1933. The Cantonment General Hospital is 19 bedded hospital. Two Doctors and 12 paramedical staff are in regular strength in Cantt General Hospital. The hospital is popular amongst the people residing surrounding areas. Separate male and female wards exists in the hospital. Besides this, pathological laboratory, a small operation theatre, one ECG machine,X-Ray room, and Ambulance facility are available in the Hospital. Full time Dental Doctor has been engaged on contract basis to provide the service to the resident of Kasauli Cantt .Eye-specialist has also been engaged on visit basis.
Name of Hospital: Cantt General Hospital
No. of beds: 19 Nos
No. of Indoor patients treated during 2015-116: 188
No. of outdoor patients treated during 2015-16: 21885
Camps/Health-services organized during 2015-16
24 Nos of eye-check camps
Immunization camp is carried out every month
Health check upp of CB school children
Kishori clinic
DOT Center
Additional/Special Facilities available in the Hospital:
Twelve nos of HIV/AIDS camps organized with the help of State Govt. Medical deptt.
अस्पताल/औषधालय
चिकित्सा अधीक्षक/आरएमओ
Dr Shivani Gupta
Mob 09418061751

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: How do I create a custom file format on Windows, with the interpreter being in, say, JavaScript, or Python? I would like to try to interpret it like a .json file for some user generated content for my game. I'm not a perfect coder, so yeah. I've tried looking it up online, and on MS Docs, but the Docs are about stuff like C++. I have a .py file, and I've used open() to open it. But how can I export it into an object?

A: You mention "like a .json file", so if you chose to store your content in valid JSON format, you could read the file into Python and then parse the JSON to get the data into Python objects.
Otherwise, file extensions are all convention anyway, so you could create a file with whatever contents you want, call it gamefiles.datastore, and then read it into Python and parse it with a parser (that you would have to write for your custom data storage solution).

redpajama_set_name: RedPajamaStackExchange


text:
#All Reviews #AltRead
#SaturdaySpotlight with #author T. R. Ragan @TRRaganAuthor #SaturdayMorning
By elisecooper516 November 18, 2017 November 19, 2017
2 Comments on #SaturdaySpotlight with #author T. R. Ragan @TRRaganAuthor #SaturdayMorning
Welcome to our #SaturdaySpotlight Q&A interview series at Alternative-Read.com. Every Saturday our resident interviewer, Elise Cooper, gets to discuss another great author's work!
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Her Last Day is the first novel of a new series by T.R. Ragan. She is known for writing riveting thrillers whose antagonist always seems to be a gruesome serial killer. The three sub-plots throughout the story are brilliantly weaved together.
The plot has Sacramento California private investigator Jessie Cole drawn to detective work after her sister Sophie disappeared ten years ago. Reporter Ben Morrison who wants to write a series of articles on the still-missing Sophie approaches her. He feels somehow connected to Sophie after seeing her on a TV show about unsolved mysteries. He is hoping that finding her will help him regain his memory that was lost after a horrific car accident a decade ago. Besides finding out what happens to her sister, Jessie is raising her niece, facing charges for shooting a stalker, and is hired to find a mentally unstable girl who is somehow connected to the serial murderer, the Heartless Killer.
Elise Cooper: How did you get the idea for this new series?
T. R. Ragan: Whenever I am writing one series I seem to come up with an idea for the next series. At first, I made Ben the main character. But after I started writing this novel I realized I needed a strong female lead even though Ben is very important to the series. The plot morphed from there. I really enjoy being able to analyze the different characters and how they fit in together.
EC: This novel has a range of illnesses?
TR: Yes. It seems in my books there is always some illness I bring in, because I am intrigued by them. In this book there is a character, Zee, who has schizophrenia. I wanted to explore the different levels, because after taking her medication she functions normally. I also delve into Retrograde Amnesia, which is what Ben was diagnosed with after the car accident. Retrograde Amnesia is when the person does not remember anything before the incident. With the other types of amnesia people are able to remember most of their past, but have a hard time with short term memory. What Ben has is almost the direct opposite.
EC: Describe Zee.
TR: She is very intriguing to me. Readers should know she does not have Multiple Personality Disorder where she is a bunch of different people. She just has voices in her head. Her thought process has people talking in her head telling her what to do. She is a loner.
EC: Jessie Cole is the main female lead. How would you describe her?
TR: She is based on some traits from my sisters. One sister in particular is just like her in that she thinks about her whole family and never has time for herself. She takes care of everybody else. I guess I used my sister as my muse. Jessie's personality is not based on anyone, but I see her as impulsive, compassionate, stubborn, serious, and caring.
EC: What about the male lead, Ben; and Colin, Jessie's off again/on again boyfriend?
TR: Colin is handsome and borderline cocky. He is still a little bit of a mystery to me. As a detective he always wants to do the right thing and can be a workaholic, especially as he pursues the serial killer. On the other hand, Ben is a super caring guy, who is a family man. In future books readers will see he does have a dark side. Also, Colin does not trust him.
EC: What about the serial killer?
TR: I spend a lot of time in all my books with the antagonist. Sometimes when I wrote him I had sympathy for him. Although, most of the characters who meet him did not have any compassion for him, with an attitude, let me play my violin. For some reason, the easiest scenes to write were the ones with the serial killer. For me, the creepiest scene in the book is when he threw apples at the injured girl who is practically crippled. Readers tell me they will never go to the setting of my books, Sacramento, because that is where all the serial killers live.
EC: Jessie could be the poster child for the song from the play "Annie," It's The Hard Knock Life?
TR: Yeah. Her mother left when she was very young, her father is an alcoholic, her sister was always in and out of trouble, and then she disappeared leaving Jessie to bring up her niece. I understood what she went through because my mom was gone a lot after my dad ran off. We had to live in this house that we named The Haunted House. My five sisters and I called each other the Pippi Longstockings.
EC: Part of the theme is to give family's closure?
TR: Through Jessie I explored how the family copes with someone missing. They are trying to come up with some understanding. They continually ask themselves, 'what happened to this person?' It is the not knowing that kills people.
EC: Can you give a heads up about your next book?
TR: It comes out in March of 2018. Jesse will work with Ben to help him uncover his past. Zee will also be back and work with Jessie in solving Cold Cases. Jessie will go on a date with Colin. The plot has a father who is distraught after his daughter dies because the insurance company would not pay for an experimental drug. He becomes angry and the deaths start piling up.
In this page-turner of a thriller by bestselling author T.R. Ragan, unlikely partners PI Jessie Cole and crime reporter Ben Morrison search for clues to a mystery buried in their own pasts—only to discover that sometimes the truth is better off buried.
Ten years ago, PI Jessie Cole and reporter Ben Morrison each suffered a tragedy that changed their lives—and now these two strangers are about to share a nightmare.
For Jessie, who makes her living finding missing persons, no case has consumed her more than the disappearance of her younger sister, Sophie. But left alone to raise Sophie's daughter, she realizes that solving the case has become an unhealthy obsession.
For Ben, a horrific car accident resulted in scars both physical and emotional—and amnesia that has made his life a mystery. But curiously, out of his shattered memories, there's one person he recognizes without a doubt: Jessie's sister. He just doesn't know why. Yet.
But Sophie isn't the only phantom drawing Jessie and Ben together. An elusive serial murderer known as the Heartless Killer has reemerged from the shadows. His next move will cut even deeper into Jessie's worst fears. And for Ben, what happens this time is going to be unforgettable.
Published October 24th 2017 by Thomas & Mercer
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Feeling lucky? Enter one of our 2017 giveaways! http://bit.ly/giveaways2017
Published by elisecooper516
Elise works with authors to help them get coverage. She has interviewed a number of bestselling authors from many different genres including Mystery/Thrillers/Romance/Suspense/Women's Fiction	View all posts by elisecooper516
I enjoyed the interview. And I do love a good thriller.
Sassy Brit (Reviewer) says:
Thanks, I did, too. I love these interviews 🙂
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Student Experience Survey 2017: methodology
How we judged the student experience
Rankings for Students
The rankings for the Times Higher Education's Student Experience Survey (SES) are now in their 10th annual release. This year, as with all other years of the survey, the research has been conducted by YouthSight.
Here we reveal the answers to some of the key methodological questions.
What are the questions behind the SES?
The SES questions are based on the responses of 1,000 undergraduates who were asked to describe how their university contributed to a positive or negative student experience. Responses were used to formulate 21 measures of student experience, across eight areas, which are now asked in the SES as follows:
Based on your experience, how strongly do you agree that your university offers the following... (Seven point scale from 'Strongly Agree' to 'Strongly Disagree')
High quality staff / lectures
Helpful / interested staff
Well-structured courses
Good personal relationship with teaching staff
Tuition in small groups
Fair workload
High quality facilities
Centralised / convenient facilities
Cheap shop / bar / amenities
Good library and library opening hours
Good sports facilities
Societal experience
Good social life
Good community atmosphere
Good extra-curricular activities / societies
Good environment on campus / around university
Personal requirements catered for
Good support / welfare
Good Student Union
In addition, respondents are also asked to rate a 22nd measure, I would recommend my university to a friend, on the same scale.
The questions have remained unchanged since they were devised in 2005 to allow stability and comparability in analysis across years.
When and how is the SES conducted?
SES responses are collected between October and June every year from full-time undergraduates studying in the UK. There is a one year time-lag between data collection and publication, i.e., the data shown in the SES 2017 were collected between October 2015 and June 2016.
The survey is appended to YouthSight's Student Omnibus Surveys. Each respondent can only participate once per year. Neither the purpose nor timing of the survey is divulged to respondents. HEIs are unaware of which undergraduates are selected to participate.
Who takes part in the SES?
Only members of YouthSight's OpinionPanel Community (OPC) take part in the survey. The OPC is the UK's largest youth (16-30) research panel and includes 80,000 full-time undergraduate students studying at UK universities. Most undergraduate students are given an opportunity to join the OPC via partnership programmes and advertising. In return for joining, members receive incentives each time they complete an online survey or take part in qualitative research.
How many respondents take part in the SES each year?
For each of the past four years around 15,000 full-time undergraduates have participated in the SES. The exact number for the SES 2017 was 15,876.
How are the SES rankings determined?
For each of the 22 survey measures, a mean "agreement score" is created per institution. Each mean score for the 21 formulated measures is then weighted depending on how strongly the measure correlates with the 22nd measure; I would recommend my university to a friend.
Formulated SES measure
Centralized / convenient facilities
Good industry connections
Good security
For each institution the sum of the weighted mean scores is divided by the sum of the weights (33.5) to calculate a weighted average mean. This is then indexed to provide an Overall Score (out of 100) that institutions are ranked by.
Why are some HE institutions missing from the SES ranking?
The survey team acknowledge that maximising the number of institutions the SES in turn makes the ranking more useful. However, as the number of achievable responses per institution broadly reflects institution size, it is not always possible to achieve a large enough sample to provide statistically robust data at every HEI (logically, it tends to be the smaller HEIs that do not appear).
The compromise in order to balance the size of the listing with statistical validity is to set a minimum threshold of 50 responses per HEI before inclusion. But despite this fixed threshold, the survey team aims higher. Each year the number of institutions that achieves 100 responses or more is maximised.
This year, for the first time, we reached 100 institutions with 100 or more responses (up from 94 last year). In total, 122 institutions were included in the SES 2017, with an average sample size of 130 per institution.
Are base sizes large enough to make comparisons between institutions?
As with any respondent survey there is an "error bar" with each institution result. This is linked to each institution's sample size and variance (how consistent the scores were between respondents at a given institution).
It should be noted that, on average, for SES annual rankings a difference of 3.7 points in the Overall Score is required to produce a significant difference between institutions at the 95 per cent significance level. This means that at the top and bottom of the rankings HEIs only have to move a few places up or down to see a significant difference. However, in the middle of the rankings, where the scores are bunched together, HEIs rankings need to shift by many more places to see a significant difference – typically 30-40 places for the middle ranked institution. This explains why the institutions at the top and bottom are fairly consistently ranked year on year, while the ranking of institutions in the middle can fluctuate.
Is it fair to collapse student experience into a single measure ranking?
The SES has been designed to be multi-dimensional, that is, to cover all the important elements of student experience whether academic, societal or pastoral.
As described above, each of the 21 formulated measures that feed into the Overall Score are weighted to reflect their relative importance at a sector level. However, the survey team appreciate that there will be groups of students within the whole undergraduate population that place differing importance to each of the measures compared to the sector as a whole. For example, some undergraduates may place more importance on academic measures, while others place more importance on societal measures. This may impact then impact the Overall Score for some institutions. Therefore, for the first time this year, seven composite scores have been created to allow institutions to see how they are performing in different areas of student experience.
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Discovering a few matters about inexpensive Charles Brian International presents you a chance to totally obtain the upper hand around your site or any website web page that you intend to supply site visitors.
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Our fire sprinkler system design specialists are qualified problem solvers and posses the most current drawing technology available to our industry.
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Interior upfit work and existing building renovation is the cornerstone of our service offering. We have the experience and the team to deliver exceptional services in this demanding area of construction.
Our fire sprinkler system inspections, along with maintenance and service for a broad range of commercial, industrial and residential customers is based on criteria set forth in NFPA 25.
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Performance Fire was founded on two principles that continue today: quality workmanship and competitive pricing. Through its pursuit of professionalism, reliability and unrivaled production, Performance Fire has developed a reputation as one of the Southeast's premier fire protection companies.


text:
Employment to every household, free smartphones for youth: BJP goes all out to woo Tripura ahead of polls
New Delhi | Published: February 12, 2018 9:49:43 AM
Besides promises on employment and investment, BJP's 'Vision Document Tripura 2018', promises free education to women till graduation, salaries in line with the 7th Pay Commission, free health insurance and clean drinking water to all BPL households and an investigation into the Rose Valley chit fund scam.
The BJP's manifesto for Tripura polls promises free education to women till graduation, salaries in line with the 7th Pay Commission and probe into the Rose Valley chit fund scam.
The Bharatiya Janata Party has made some big promises on employment, investments and the youth for Tripura ahead of the upcoming polls in the state. On its list of promises in its 30-page manifesto released on Sunday include Special Economic Zones (SEZs) for food processing, bamboo and IT, jobs to every family and free smartphones for the youth. While releasing the manifesto, Finance minister Arun Jaitley termed the Tripura elections "important for both the country as well as the BJP".
In line with this understanding of the party, the 'Vision Document Tripura 2018', the BJP's manifesto for polls, also promises to provide free education to women till graduation, salaries in line with the 7th Pay Commission for state government employees, free health insurance and clean drinking water to all BPL households and an investigation into the Rose Valley chit fund scam.
While releasing the vision document, Jaitley noted how the BJP, which had a limited footprint in many northeastern states, has seen its vote base increase as a result of its hard work alongside regional parties. This, he said had also resulted in the party forming governments in many states of the Northeast.
Speaking specifically of Tripura, he noted how the state which was dominated by other regional parties has seen a revolt by the people as a result of their rising discontent for traditional political parties. Slamming the CPM and Congress, the Finance minister said that successive governments had belied people's expectations and resulted in disappointment and anger against them. "Five terms in power is an era — it is an entire generation. Despite that the state has not seen commensurate progress and changes," he said, charging the CPM of keeping in power through "fear psychosis and reach of its cadres".
However, Jaitley said that it was these measures that transform people's fear into disgust and cited the example of West Bengal to assert that the vote banks had shifted towards the BJP and Tripura would witness something similar in these elections.


The eerily seductive sounds heard on Charlotte Gainsbourg's third album IRM take inspiration from the MRI scans the actress/singer underwent after suffering a cerebral hemorrhage in 2007. The throbbing rhythms and vaguely ominous lyrics heard in these tracks create a dream-like atmosphere at once enticing and disquieting. Gainsbourg's sensuously wispy vocals are given vivid, sometimes startling backdrops by producer Beck, who blends colors from '60s baroque rock with contemporary electronic grooves. Clattering drums lend primal ferocity to such dark meditations as "Heaven Can Wait" and the title number. More billowy in feel are "Me and Jane Doe" (a lovely aural travelogue) and "Time of the Assassins" (genteel with its loosely-draped strings and folk guitar). On "Dandelion," Gainsbourg coos erotically against a sparse, blues-dipped track, while "Greenwich Mean Time" pairs a sinister nursery rhyme with clanging metallic beats. At times – especially on the shimmering "Vanities" – Gainsbourg and Beck succeed in capturing an angelic sense of longing.


text:
Held, Pushed, and 22918 (3 Complete Novels) by Kimberly A. Bettes
Held, Pushed, and 22918 (3 Complete Novels)
HELDNicole Lee, a young wife and new mother, steps out of the mall, squinting against the glare of the midday sun, completely unaware that her life is about to change forever. In a matter of seconds, she is steeped in fear as the world she knows andMoreHELDNicole Lee, a young wife and new mother, steps out of the mall, squinting against the glare of the midday sun, completely unaware that her life is about to change forever. In a matter of seconds, she is steeped in fear as the world she knows and the life she loves fades away. As the panic sets in and the terror takes hold, Nicole tries to keep calm, though shes now in a frantic fight for her life. Locked in a deadly battle of wits with a psychopath, she struggles to keep her sanity as shes held.PUSHEDRon Redwine is an up-and-coming author, a man whose lifelong dream of achieving celebrity status in the literary world is finally becoming a reality. But Ron isnt only a writer. Hes also a sadistic serial killer who kidnaps, tortures, and murders women in his basement.Nicole Lee is a beloved wife and mother. Shes also the only woman who has ever escaped Rons clutches. After being held in captivity for nearly a year, she found a way out, a way to be free once again and go back to her life. Only she cant. The life she knew before her abduction is gone. Separated from her husband and son, Nicole is psychologically broken. She spends months in a mental health facility trying to put the past behind her so she can return to her family.Upon her release, Nicole hides herself away in a fleabag motel where she wrestles with her demons alone. When an interview on the local news advertises the last two stops on Rons latest book tour, she becomes enraged. Furious that hes able to live his life happily while shes reduced to an existence filled with guilt and despair, she decides to take matters into her own hands.Pushed too far, Nicole seeks her revenge, using Rons own devices against him.22918Lester Wine is a serial killer. Having brutally murdered dozens of women, he serves out his final days on death row. As his execution date nears, he recounts his story to a young journalist and budding author, telling every gory detail of his life and of the crimes he committed, all while fantasizing about the chance to do them one more time.*Contains graphic content. For mature audiences only.* Held, Pushed, and 22918 (3 Complete Novels) by Kimberly A. Bettes
The Man Who Sang the Sillies
The Red Apple
Fatal Trust
Chinese Politics Illustrated: The Cultural, Social, and Historical Context
Poly(lactic Acid): Synthesis, Structures, Properties, Processing, and Applications
Les Cœurs purs
Della Divina Commedia (1891)
Stormy Surrender
The Desiderata of Happiness: A Collection of Philosophical Poems
Plato and Platonism (eBook)
Monster Hunter Nemesis (Monster Hunter International, #5)
Equal Scrutiny: Privatization and Accountability in Digital Education
繁栄の絶対法則
RIP² – Rest in Peace… Please! (Hellsgate Chronicles, #02)


On 11th March 2011 Japan was hit by its most powerful earthquake on record.
The 9.0 magnitude earthquake struck at 2:46PM local time, setting off massive tsunamis along Japan's northeast coast.
In the worst hit regions of Iwate, Miyagi and Fukushima prefecture entire coastal communities were obliterated.
My family is living Minamisoma city of Fukushima.
They are OK but their house is just 23km from nuclear power plants.
They has to evacuate but they doesn't have much gas, water, and food.
This site has some pictures of the disaster.
My cuisn and his grandmother lives in the picture of "Kashimaku in Minamisoma".
I talked with my wife Maki that we should race IM 70.3 Singapore or not.
We decided to race and do our project of the fundrising.
I send a e-mail to the organizer to help us.
They understand our situation and said to help.
They connect to their sponsor of AVIVA.
AVIVA said donate 10,000 Singapore dollars to the Red Cross Japan!
Thank you so much AVIVA!
Here is the web site of fundraising.
The organizer made it for us.
Please help for the victims.
I called to my family, they said that will get gas and try to evacuate.
You are currently browsing the Hiroyuki Nishiuchi's Blog blog archives for March, 2011.


The Russian owner of Portsmouth Football Club will face an extradition hearing today.
Vladimir Antonov, 36, was arrested by British police last month over a money-laundering investigation in Lithuania.
He and his Lithuanian business partner Raimondas Baranauskas, 53, were held in London on an extradition warrant issued by the Lithuanian authorities in connection with alleged fraud at a bank controlled by Antonov.
Lithuanian prosecutors issued a European Arrest Warrant after naming them as the main suspects in a pre-trial investigation into how hundreds of millions of pounds in assets were allegedly stripped from Snoras Bank.
City of London Police arrested the pair at Antonov's offices in Bishopsgate, central London. They were granted conditional bail when they came before Westminster Magistrates' Court.
Both men are due to appear at the same court today.
Snoras Bank was nationalised in November after regulators discovered a huge asset shortfall, while regulators in neighbouring Latvia suspended and took control of subsidiary bank Latvijas Krajbanka after an unexpected outflow of funds.
Lithuania's central bank said that it would have to liquidate Snoras Bank.
Antonov, of Ladbroke Square, Notting Hill, west London, owned more than 60% of Snoras and Baranauskas, who gave an address in Kent which was not read in open court, owned a stake of just over 25% before the bank was nationalised.
The Russian businessman recently made an unsuccessful attempt to buy the Swedish car manufacturer Saab.
Natalie Soule, for the Lithuanian authorities, said Antonov and Baranauskas were accused of being involved in misappropriating more than £200 million from Snoras Bank.
Antonov is charged with misappropriation and forging documents to cover up his theft, the court heard.
Baranauskas is accused of misappropriation, false accounting, abuse of an official position and forgery.
They could face up to 10 years in prison in Lithuania if they are convicted of stealing the money, the court was told.
The pair both said they did not consent to being extradited to Lithuania.
Rachel Scott, defending Antonov, said the Russian businessman had long-standing ties to Britain.
He was granted indefinite leave to remain in the UK in 2005 and his wife and two young children live with him in Notting Hill.
"He strenuously denies dishonesty in any of his dealings as regards the bank,'' Ms Scott said.


text:
ESTEVE POLLS
Esteve Polls is a popular Spanish artist, who began his career at the age of 15. From then on, Poll has worked for varying European publishers, including Edifumetti, Planet, Marvel France and Disney Europe. For the magazine Cimoc of Norma Editorial, he has illustrated the 'Fronteras' series, as well as 'MacBeth', series featuring a hired assassin in the early 20th century, scripted by Josep M. Polls in 1991. With Aryeh Mahr, he has created the comics biography of Rabbi Shmuel HaNagid, called 'Nagdila', which was published by Mahrwood Press. Polls is additionally present in the British Judge Dredd MEGAzine with the Simon Spurrier scripted 'Mega-City Noir' (2004). Esteve Polls has also worked for Spanish television and he did the scenography of the threatrical work 'The Canigo'.
CONNOR MACLEOD
Connor MacLeod, also known as The Highlander, is a character in the Highlander film series, as well as the television programs Highlander: The Series, and Highlander: The Animated Series. In the ...
Darkman is based on a 1990 superhero action film directed by Sam Raimi. The film stars Liam Neeson as Peyton Westlake, a scientist who is attacked and left for dead ...
Best-selling author Chuck Dixon, considered one of the most prolific comic book scriptors in the history of the medium, is perhaps best known for his decade-long run on multiple Batman titles ...
STERLING GATES
After a chance encounter with Geoff Johns, Sterling Gates became a Writer's Assistant on the TV show Blade. Following the cancellation of that series, Johns' invited him to be his personal ...


text:
NYC mayor announces investigation into law enforcement, after report that some officers were involved in a far-right extremist group
Taiyler Simone Mitchell
NYPD police officers watch demonstrators in Times Square on June 1, 2020, during a "Black Lives Matter" protest.
TIMOTHY A. CLARY/AFP via Getty Images
A report alleges that several New York City law enforcement officers are involved in a far-right group.
Members of the far-right group were present during the Capitol riot; 18 have been charged.
Mayor de Blasio stated that a full investigation will occur immediately.
Mayor Bill de Blasio said Thursday that he is "real concerned" about the possible presence of far-right extremists and Capitol riot insurrectionists in New York City law enforcement and called for an immediate investigation.
His comments follow a Thursday report from WNYC and Gothamist that looked at online records that a hacker released and claimed were membership and email information for the Oath Keepers, an anti-government, far-right extremist group. Per the report, the info was given to a non-profit and then distributed to researchers and journalists; it's unclear if the records are for currently active members of the Oath Keepers.
According to the WNYC and Gothamist report, two names from the online records appear to be active New York Police Department officers, though the names could not be confirmed. Several other names of public officials from New York were found in the records, but when contacted by WNYC and Gothamist, they said they were no longer active members of the group.
Members of the Oath Keepers group were present during the January 6 insurrection; 18 members of the group have already been charged.
The mayor stated that there will be a full investigation of law enforcement to weed out any potential participants in the January 6 Capitol riot. The investigation will also look into law enforcement involvement in far-right extremist organizations like the Oath Keepers.
"Look, organizations that supported the insurrection on January 6th and Washington organizations that are trying to destroy our democratic freedoms undermine our nation, undermine our people – that's very, very troubling to me that anyone would want to be a part of that," de Blasio said at a Thursday press briefing.
The NYPD and the office of the mayor did not immediately respond to Insider's request for comment.
More: Police NYPD Mayor Bill de Blasio Mayor


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text:
Irish Envy | Notre Dame Football Discussion > Play Like A Champion Today > Professional Teams > #1 Draft Pick
View Full Version : #1 Draft Pick
IRISHDODGER
The stories continue to swirl as to who will be the prized #1 pick this Saturday. In the meantime, some of these players are coming w/ some excess baggage:
Adrian Peterson reportedly needs surgery on his collarbone after re-injuring it in their bowl game.
Marshawn Lynch has been accused of sexual assault. No, he's not a candidate for the first pick, but he was expected (& may still be) a first rounder.
JaMarcus Russell hasn't shown that he possesses the decision-making leadership that he will be expected to display as a pro. He also hasn't run a sophisticated offense like he'll be expected to do in the pros. Perception is reality and he isn't perceived as a workout fanatic (as witnessed by his "fanny pack" pooch). After all the experts drooled over the fact that he can throw the ball 80 yds while sitting on the toilet w/ a magazine in one hand & a football in the other, they're starting to realize that no play in the NFL involves throwing from your ass, much less your knee. All that being said, the Raiders will probably snag him first.
Calvin Johnson admitted he smoked pot in college. Personally, I'd be suprised if this hurt him that much. The kid was at least honest, more than his peers can probably say & as long as he's no Ricky Williams w/ the hippie lettuce, he should still be a top 2/3 pick.
All this being said, according to John Clayton, the Raiders will probably take Russell w/ the first pick b/c possible trades fizzled out for a veteran QB. There's a case to be made, that no team should take a QB as the first pick b/c Peyton Mannings come around once a generation & the rest have been picked by poor teams that couldn't support their rookie QB after he was thrown to the wolves early in his career. And, as seen w/ Ryan Leaf & the Chargers, these teams put a lot of pressure on these kids to be the team's savior.
i think that's where Brady Quinn has the advantage over his peers. He was under greater scrutiny than some NFL QBs last year as he was the frontrunner for the Heisman Trophy & playing on the most recognizable team in college football who were supposed to be amongst the contenders for the NC. He's also spent his fair share of time being knocked on his ass by porous O-lines & as a frosh/soph raw talent who was still feeling his way around the huddle. I'm confident he can make the transition as an NFL QB on a below average team...I just don't want to see him on a team where the deck is stacked too high against him where any QB would be doomed for failure. So for that, I hope the Raiders do take Russell.
stonebreakerwasgod
You'll know Al Davis is interfering too much if they pick Johnson.
As many WR busts as we've seen the last few years, I'd bet on johnson being a better pro than Russell. Just my opinion, but CJ can fly & jump & excel w/ a below average QB like Reggie Ball in college; whereas Russell has the entire offense in his hands.
The smart pick would be Quinn. Russell could have a bigger upside if we were talking strictly QB's.
IMO, that's the point. Russell "could" have a bigger upside. I realize it's all projection, but what has Russell done on the gridiron to show he is the next Dan Marino, John Elway or Peyton Manning? He led his multi-talented LSU Tigers to a rout of the overrated Fighting Irish of Notre Dame in which he had far better stats than his opponent's QB. That being said, you & I would have better stats if we played on that LSU team vs. that ND defense. Can you imagine what Brady would've done to a similar defense? Hell, half of Russell's big play passes looked like the equivalent of a punt.
Can you imagine what Quinn would have done if we had a kick ass running game?
The Russell upside is he is mostly potential being out of shape and partly unproven. With Quinn, they know what they are getting, but the *risk* isn't there. I have a strong feeling Russell will be flipping (and eating) burgers in a few years. Not to wish failure on anyone, but he is WAY overhyped. Possible top pick, maybe. Smart, dedicated, and talented enough to warrant a #1 pick, not in my eyes.
I think the latest ND QB busts are hurting Quinn. It will be interesting to see how they all fare.
iloveirish_12
I hope Quinn doesn't go to the Browns, I hate the browns.
I wouldn't want to predict the NFL future of any QB b/c it seems they are impossible to project. Like I said, a Peyton Manning only comes around once every decade or so. Based on the fact that Russell was only a starter for 2 years, was in an oversimplified offense that pales in comparison to the NFL & he wasn't even discussed as an early entry into the NFL draft until he picked apart the mighty defense of Notre Dame in the Sugar Bowl (at least as I recall), I tend to compare him to Ryan Leaf...but that's probably unfair. With the way ND's luck has been, Quinn will be a bust & Russell will be the next Terry Bradshaw.
And we hate you...toolbox. :)
In the name of the Father, Son and the Holy Spirit.
It will be interesting to see who trades down.
Latest I heard is that Detroit is talking to Tampa Bay about trading down.
Detroit better not take another WR! They should get someone on defense or an OL.
LOVEMYIRISH
This is so true... It was his arm that carried the season...and it was despite the lack of pressure from the running game.
I hope we don't say next year.."Can you imagine if we had an experienced QB and OL"?
Hey C2K, good to see ya again.
Stalking_Eagle
Johnson might be able to do all this but he is no good to any team if they don't have a QB to get the ball in the air to CJ.
I hope hes a raider bc some of my friends are raiders fans but i personally think hes a brown
jamarcus russell. they passed on the best qb in the draft. Oh well either browns or lions probably now
They talk about him like he is God. He better be able to throw a 65yd pass from his back....since he's a Raider.
domerfor life
I heard the Browns may take Joe Thomas and Quinn may drop to the Dolphins.
2nd pick goes to calvin
wtf joe thomas was taken by the browns. My sympathies to the many browns fans on this site.
Well, looks like BQ might be on a good team next year after all. Though i'm sure he's disappointed. For myself, rooting for him just got a little easier.
IrishAlum1997
Any chance Miami passes and he goes to Houston at #10? I know they just got Schaub, but he is an unproven commodity. Quinn holding the clipboard for 8 or 9 games is fine by me.
I don't think we'll be saying this about the OL. They may be young, but if the Irish change the face of their offense to a run-first threat, you'll see some big boys knocking some guys on their asses while clearing the lanes. As most OL will tell ya, they'd rather hit (run block) than be hit (pass block) when it comes to getting physical.
irishunclebill
Falcons take Jamaal Anderson.
irish9331
Is it just me or do you see Brady ending up in Buffalo?


text:
#include <util/scene.h>
#include <renderer/renderer.h>
#include <io/io.h>
#include <util/logger.h>
#include <util/myrandom.h>

//#define USE_MORTON_CODES 1

// some extern functions for seamless cuda usage
extern "C" void renderCallGpuSpatialPrimary(Scene* scene, RayArray& d_rays, int** d_ray_idx_array, float* h_maxts, int* h_hitids, int num_primary_rays, DacrtRunTimeParameters& rtparams, Counters& primary_ray_ctr, Logger& logger);
extern "C" void renderCallGpuSpatialPrimaryAos(Scene* scene, RayArrayAos& d_rays, int** d_ray_idx_array, float* h_maxts, int* h_hitids, int num_primary_rays, int rpivot, DacrtRunTimeParameters& rtparams, Counters& primary_ray_ctr, Logger& logger);

// ao rays dump file
//extern "C" void cpuShadeAmbientOcclusion(int width, int height, int raycnt, int* hitids, float3* buffer, int num_ao_rays, float* ao, int* ao_rays_id, int* pray_association);

extern unsigned int total_device_bytes;

inline float getDistance(const float3& pt1, const float3& pt2) {
	return sqrtf((pt1.x - pt2.x ) * (pt1.x - pt2.x) + (pt1.y - pt2.y) * (pt1.y - pt2.y) + (pt1.z - pt2.z) * (pt1.z - pt2.z));
}

int Renderer::frame_no = 0;

Renderer::Renderer(Scene* _scene, const std::string& data_fmt, const char* _output, const char* _ao_output, bool morton_enable, bool shadow_enable, bool secondary_enable, const float3& pt_light_pos, bool set_rtparams, bool _use_cuda) {
	scene            = _scene;
	data_format      = data_fmt;
	output           = _output;
	ao_output        = _ao_output;
	max_depth        = 0;				// for now
	use_morton_codes = morton_enable;
	enable_shadows   = shadow_enable;
	enable_secondary = secondary_enable;
	use_cuda         = _use_cuda;
	logfile          = new Logger("log.csv");
	primary_mcodes   = NULL;
	buffer           = NULL;
	shadow_buffer	 = NULL;
	secondary_buffer = NULL;
	point_light_pos  = pt_light_pos;
	if(!set_rtparams) {
		// set the default values
		std::cout<<"Setting Default RTPARAM values\n";
		rtparams.BUFFER_SIZE = 4 * 1024 * 1024; rtparams.MAX_SEGMENTS = 9000; rtparams.MAX_SEGMENT_THRESHOLD = 5; rtparams.NUM_RAYS_PER_BLOCK = 256;
		rtparams.PARALLEL_RAY_THRESHOLD = 256; rtparams.PARALLEL_TRI_THRESHOLD = 256; rtparams.TRI_SHARED_MEMORY_SPACE = 256;
	}
}

Renderer::Renderer(Scene* _scene, const std::string& data_fmt, const char* _output, const char* _ao_output, bool morton_enable, bool shadow_enable, bool secondary_enable, DacrtRunTimeParameters& _rtparams, const float3& pt_light_pos, bool _use_cuda) {
	scene            = _scene;
	data_format      = data_fmt;
	output           = _output;
	ao_output        = _ao_output;
	max_depth        = 0;				// for now
	use_morton_codes = morton_enable;
	enable_shadows   = shadow_enable;
	enable_secondary = secondary_enable;
	use_cuda         = _use_cuda;
	logfile	         = new Logger("log.csv");
	primary_mcodes   = NULL;
	buffer           = NULL;
	shadow_buffer    = NULL;
	secondary_buffer = NULL;
	point_light_pos  = pt_light_pos;
	rtparams.BUFFER_SIZE = _rtparams.BUFFER_SIZE; rtparams.MAX_SEGMENTS = _rtparams.MAX_SEGMENTS; rtparams.MAX_SEGMENT_THRESHOLD = _rtparams.MAX_SEGMENT_THRESHOLD;
	rtparams.NUM_RAYS_PER_BLOCK = _rtparams.NUM_RAYS_PER_BLOCK; rtparams.PARALLEL_RAY_THRESHOLD = _rtparams.PARALLEL_RAY_THRESHOLD;
	rtparams.PARALLEL_TRI_THRESHOLD = _rtparams.PARALLEL_TRI_THRESHOLD; rtparams.TRI_SHARED_MEMORY_SPACE = _rtparams.TRI_SHARED_MEMORY_SPACE;
	rtparams.RAY_BUFFER_THRESHOLD = _rtparams.RAY_BUFFER_THRESHOLD; rtparams.TRI_BUFFER_THRESHOLD = _rtparams.TRI_BUFFER_THRESHOLD;
	rtparams.GRID_DIM_X = _rtparams.GRID_DIM_X; rtparams.GRID_DIM_Y = _rtparams.GRID_DIM_Y; rtparams.GRID_DIM_Z = _rtparams.GRID_DIM_Z;
}

Renderer::~Renderer() {
	delete logfile;
	output = NULL;
	SAFE_RELEASE(primary_mcodes);
	SAFE_RELEASE(buffer);
	SAFE_RELEASE(shadow_buffer);
	SAFE_RELEASE(secondary_buffer);			// Warning .. Check this works or not.!
}

void Renderer::render(Method primary_ray_method, Method shadow_ray_method, Method secondary_ray_method, int maxdepth, int num_shadow_samples, int num_secondary_samples) {

	//DacrtRunTimeParameters rtparams;
	//rtparams.BUFFER_SIZE = 4 * 1024 * 1024; rtparams.MAX_SEGMENTS = 9000; rtparams.MAX_SEGMENT_THRESHOLD = 5; rtparams.NUM_RAYS_PER_BLOCK = 256;
	//rtparams.PARALLEL_RAY_THRESHOLD = 256; rtparams.PARALLEL_TRI_THRESHOLD = 256; rtparams.TRI_SHARED_MEMORY_SPACE = 256;

	// allocate all data here
	int*	 h_pray_idx_array = NULL;
	int*	 d_pray_idx_array = NULL;
	int*     d_hitids = NULL;
	float*   d_maxts  = NULL;
	int*	 h_hitids = NULL;
	float*	 h_maxts = NULL;

	if(data_format == "soa") {
		RayArray h_primary_rays;
		RayArray d_primary_rays;
		renderPrimaryRaysSoa(primary_ray_method, rtparams, h_primary_rays, d_primary_rays, &h_pray_idx_array, &d_pray_idx_array, &h_hitids, &h_maxts, &d_hitids, &d_maxts);
		// create shadow rays and secondary rays from the hit points and material types
		if(enable_shadows) {
			renderShadowRaySoa(shadow_ray_method, rtparams, h_primary_rays, d_primary_rays, h_pray_idx_array, d_pray_idx_array, h_hitids, h_maxts, d_hitids, d_maxts);
		}
		if(enable_secondary) {
			renderSecondaryRaysSoa(secondary_ray_method, rtparams, h_primary_rays, d_primary_rays, h_pray_idx_array, d_pray_idx_array, h_hitids, h_maxts, d_hitids, d_maxts, max_depth, num_secondary_samples);
		}

		// RELEASE DATA
		SAFE_RELEASE(h_primary_rays.o);
		SAFE_RELEASE(h_primary_rays.d);
		CUDA_SAFE_RELEASE(d_primary_rays.o);
		CUDA_SAFE_RELEASE(d_primary_rays.d);

	} else if(data_format == "aos") {
		RayArrayAos h_primary_rays_aos;
		RayArrayAos d_primary_rays_aos;
		renderPrimaryRaysAos(primary_ray_method, rtparams, h_primary_rays_aos, d_primary_rays_aos, &h_pray_idx_array, &d_pray_idx_array, &h_hitids, &h_maxts);
		SAFE_RELEASE(h_primary_rays_aos.rays);
		CUDA_SAFE_RELEASE(d_primary_rays_aos.rays);
	}

	// draw the output
	writeToJpeg(scene->width, scene->height, buffer, output);

	// cleanup of other data independent data!! (pun.!! :P :P)
	SAFE_RELEASE(h_pray_idx_array);
	SAFE_RELEASE(h_maxts);
	SAFE_RELEASE(h_hitids);
	CUDA_SAFE_RELEASE(d_pray_idx_array);
	CUDA_SAFE_RELEASE(d_hitids);
	CUDA_SAFE_RELEASE(d_maxts);
}

/// NOTE: I still have no idea of how I am going to do the gpu part. So I guess I will fix with this architecture and use compilation flags?
///		  or possible have a new method.
void Renderer::renderPrimaryRaysSoa(Method method, DacrtRunTimeParameters& rtparams, RayArray& h_rays, RayArray& d_rays, int** h_ray_idx_array, int** d_ray_idx_array, int** h_hitids, float** h_maxts, int** d_hitids, float** d_maxts) {

	// we can generate rays
	double start, end;
	int num_primary_rays = scene->width * scene->height * scene->spp;

	printf("Generating Rays\n");
	start = omp_get_wtime();

	h_rays.d			= new float3[num_primary_rays];
	h_rays.o			= new float3[num_primary_rays];
	*h_ray_idx_array	= new int[num_primary_rays];
	*h_hitids			= new int[num_primary_rays];
	*h_maxts			= new float[num_primary_rays];

	checkCuda(cudaMalloc((void**)&d_rays.d, sizeof(float3) * num_primary_rays));
	checkCuda(cudaMalloc((void**)&d_rays.o, sizeof(float3) * num_primary_rays));
	checkCuda(cudaMalloc((void**)&(*d_ray_idx_array), sizeof(int) * num_primary_rays));
	checkCuda(cudaMalloc((void**)&(*d_hitids), sizeof(int) * num_primary_rays));
	checkCuda(cudaMalloc((void**)&(*d_maxts), sizeof(float) * num_primary_rays));

	if(use_morton_codes) {
		// check for 2d, and 5d morton codes
		primary_mcodes = new MortonCode[num_primary_rays];
#pragma omp parallel for
		for(int y = 0; y < scene->height; y++) {
			for(int x = 0; x < scene->width; x++) {
				int idx = x + y * scene->width;
				primary_mcodes[idx] = MortonCode(MortonCode2(x, y), x, y);
			}
		}

		// sort the codes
		std::sort(primary_mcodes, primary_mcodes + num_primary_rays, MortonCompare());

		// generate the rays based on the sorted values
#pragma omp parallel for
		for(int i = 0; i < num_primary_rays; i++) {
			h_rays.o[i] = scene->eye;
			h_rays.d[i] = normalize(scene->ef->genRayDir(primary_mcodes[i].x, primary_mcodes[i].y));
			(*h_ray_idx_array)[i] = i;
			(*h_hitids)[i] = -1;
			(*h_maxts)[i] = FLT_MAX;
		}
	} else {
#pragma omp parallel for
		for(int y = 0; y < scene->height; y++) {
			for(int x = 0; x < scene->width; x++) {
				int idx = y * scene->width + x;
				h_rays.o[idx] = scene->eye;
				h_rays.d[idx] = normalize(scene->ef->genRayDir(x, y));
				(*h_ray_idx_array)[idx] = idx;
				(*h_hitids)[idx] = -1;
				(*h_maxts)[idx] = FLT_MAX;
			}
		}
	}

	checkCuda(cudaMemcpy(d_rays.o, h_rays.o, sizeof(float3) * num_primary_rays, cudaMemcpyHostToDevice));
	checkCuda(cudaMemcpy(d_rays.d, h_rays.d, sizeof(float3) * num_primary_rays, cudaMemcpyHostToDevice));
	checkCuda(cudaMemcpy(*d_ray_idx_array, *h_ray_idx_array, sizeof(int) * num_primary_rays, cudaMemcpyHostToDevice));

	//calculate total device bytes
	total_device_bytes += 2 * sizeof(float3) * num_primary_rays + sizeof(int) * num_primary_rays;

	end = omp_get_wtime();
	printf("Ray Generation Time : %f seconds\n", end-start);
	printf("Total Device Memory usage so far : %u MB\n", total_device_bytes/(1024 * 1024));

	Counters primary_ray_ctr;

	// now we can do the actual rendering
	switch(method) {
	case CPU_OBJECT_PRIMARY:
		{
			printf("Starting CPU_OBJECT_PRIMARY\n");
			CpuPrimaryPassRenderData data(scene->scene_box, scene->h_triangles, scene->h_tri_idx_array, scene->h_aabbs, scene->num_triangles,
				h_rays, *h_ray_idx_array, num_primary_rays, *h_maxts, *h_hitids);
			start = omp_get_wtime();
			dacrt((void*)&data, CPU_OBJECT_PRIMARY, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("Primary Ray Pass - CPU_OBJECT_PRIMARY - method completed in : %f seconds \n", end-start);
		}
		break;
	case CPU_SPATIAL_PRIMARY:
		{
			printf("Starting CPU_SPATIAL_PRIMARY\n");
			CpuPrimaryPassRenderData data(scene->scene_box, scene->h_triangles, scene->h_tri_idx_array, scene->h_aabbs, scene->num_triangles,
				h_rays, *h_ray_idx_array, num_primary_rays, *h_maxts, *h_hitids);
			start = omp_get_wtime();
			dacrt((void*)&data, CPU_SPATIAL_PRIMARY, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - CPU_SPATIAL_PRIMARY - method completed in : %f seconds \n", end-start);
		}
		break;
	case CPU_GPU_OBJECT_PRIMARY:
		{
			printf("Starting CPU_GPU_OBJECT_PRIMARY\n");
			CpuGpuPrimaryPassRenderData data(scene->scene_box, scene->h_triangles, scene->d_triangles, scene->h_tri_idx_array, scene->h_aabbs,
				scene->num_triangles, h_rays, d_rays, *h_ray_idx_array, num_primary_rays, *h_maxts, *h_hitids);
			start = omp_get_wtime();
			dacrt((void*)&data, CPU_GPU_OBJECT_PRIMARY, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - CPU_GPU_OBJECT_PRIMARY - completed in : %f seconds \n", end-start);
		}
		break;
	case CPU_GPU_SPATIAL_PRIMARY:
		{
			printf("Starting CPU_GPU_SPATIAL_PRIMARY\n");
			CpuGpuPrimaryPassRenderData data(scene->scene_box, scene->h_triangles, scene->d_triangles, scene->h_tri_idx_array, scene->h_aabbs,
				scene->num_triangles, h_rays, d_rays, *h_ray_idx_array, num_primary_rays, *h_maxts, *h_hitids);
			start = omp_get_wtime();
			dacrt((void*)&data, CPU_GPU_SPATIAL_PRIMARY, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - CPU_GPU_SPATIAL_PRIMARY - completed in : %f seconds \n", end-start);
		}
		break;
	case CPU_GPU_SPATIAL_MODIFIED:
		{
			printf("Starting CPU_GPU_SPATIAL_MODIFIED\n");
			CpuGpuPrimaryPassRenderData data(scene->scene_box, scene->h_triangles, scene->d_triangles, scene->h_tri_idx_array, scene->h_aabbs,
				scene->num_triangles, h_rays, d_rays, *h_ray_idx_array, num_primary_rays, *h_maxts, *h_hitids);
			start = omp_get_wtime();
			dacrt((void*)&data, CPU_GPU_SPATIAL_MODIFIED, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - CPU_GPU_SPATIAL_MODIFIED - completed in : %f seconds \n", end-start);
		}
		break;
	case GPU_SPATIAL_PRIMARY:
		{
			/// NOTE: one way to get around cluttered code will be to extern this entire block in the renderer.cu
			///		  We will have to do that incase this way of coding does not work.!!
			printf("Starting GPU_SPATIAL_PRIMARY\n");
			start = omp_get_wtime();
			renderCallGpuSpatialPrimary(scene, d_rays, d_ray_idx_array, *h_maxts, *h_hitids, num_primary_rays, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_SPATIAL_PRIMARY - completed in : %f seconds \n", end-start);
		}
		break;
	case GPU_SPATIAL_PRIMARY_SEGMENTED:
		{
			/// NOTE: pass host pointers for maxts and hitids as device pointers (just the name convention and not actually device)
			/// VERY VERY IMPORTANT TO READ ALL COMMENTS in the same section in all other files also so that you dont get confused.
			printf("Starting GPU_SPATIAL_PRIMARY_SEGMENTED\n");
			GpuPrimaryPassRenderData data(scene->scene_box, scene->d_triangles, scene->d_tri_idx_array, scene->num_triangles, d_rays,
				*d_ray_idx_array, num_primary_rays, *h_maxts, *h_hitids);
			start = omp_get_wtime();
			dacrt((void*)&data, GPU_SPATIAL_PRIMARY_SEGMENTED, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_SPATIAL_PRIMARY_SEGMENTED - completed in : %f seconds\n", end-start);

		}
		break;
	case GPU_SPATIAL_CELL:
		{
			printf("Starting GPU_SPATIAL_CELL\n");
			start = omp_get_wtime();
			GpuCellData data(scene->scene_box, scene->d_triangles, d_rays, scene->d_tri_idx_array, *d_ray_idx_array, scene->num_triangles,
				num_primary_rays, scene->num_triangles, num_primary_rays, *h_maxts, *h_hitids);
			dacrt((void*)&data, GPU_SPATIAL_CELL, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_SPATIAL_CELL - completed in : %f seconds\n", end-start);
		}
		break;
	case CPU_GPU_TWIN_TREES:
		{
			printf("Starting CPU_GPU_TWIN_TREES\n");
			start = omp_get_wtime();
			CpuGpuTwinData data(scene->scene_box, scene->d_triangles, scene->h_triangles, d_rays, h_rays, scene->d_tri_idx_array, *d_ray_idx_array,
				scene->h_tri_idx_array, *h_ray_idx_array, *h_maxts, *h_hitids, scene->num_triangles, num_primary_rays, scene->num_triangles, num_primary_rays);
			dacrt((void*)&data, CPU_GPU_TWIN_TREES, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - CPU_GPU_TWIN_TREES - completed in : %f seconds\n", end-start);
		}
		break;
	case GPU_SPATIAL_FULLY_PARALLEL:
		{
			printf("Starting GPU_SPATIAL_FULLY_PARALLEL\n");
			start = omp_get_wtime();
			GpuFullyParallelData data(scene->scene_box, scene->d_triangles, d_rays, scene->d_tri_idx_array, *d_ray_idx_array, scene->num_triangles,
				num_primary_rays, scene->num_triangles, num_primary_rays, *h_maxts, *h_hitids);
			dacrt((void*)&data, GPU_SPATIAL_FULLY_PARALLEL, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_SPATIAL_FULLY_PARALLEL - completed in : %f seconds\n", end-start);
		}
		break;
	case GPU_SPATIAL_FULLY_PARALLEL_MODIFIED:
		{
			printf("Starting GPU_SPATIAL_FULLY_PARALLEL_MODIFIED\n");
			start = omp_get_wtime();

			GpuFullyParallelData data(scene->scene_box, scene->d_triangles, d_rays, scene->d_tri_idx_array, *d_ray_idx_array, scene->num_triangles,
				num_primary_rays, scene->num_triangles, num_primary_rays, *d_maxts, *d_hitids);
			dacrt((void*)&data, GPU_SPATIAL_FULLY_PARALLEL_MODIFIED, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_SPATIAL_FULLY_PARALLEL_MODIFIED - completed in : %f seconds\n", end-start);
		}
		break;
	case GPU_DACRT_FULLY_CUDA:
		{
			printf("Starting GPU_DACRT_FULLY_CUDA\n");
			start = omp_get_wtime();

			GpuFullyParallelData data(scene->scene_box, scene->d_triangles, d_rays, scene->d_tri_idx_array, *d_ray_idx_array, scene->num_triangles,
				num_primary_rays, scene->num_triangles, num_primary_rays, *d_maxts, *d_hitids);
			dacrt((void*)&data, GPU_DACRT_FULLY_CUDA, rtparams, primary_ray_ctr, *logfile);

			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_DACRT_FULLY_CUDA - completed in : %f seconds\n", end-start);
		}
		break;
	}

	printStats(primary_ray_ctr);

	checkCuda(cudaMemcpy(*h_maxts, *d_maxts, sizeof(float) * num_primary_rays, cudaMemcpyDeviceToHost));
	checkCuda(cudaMemcpy(*h_hitids, *d_hitids, sizeof(int) * num_primary_rays, cudaMemcpyDeviceToHost));

	//TODO : Change the way we do this here.!! Looks ugly
	// compute primary ray shading here
	if(!enable_shadows) {
		PointLight pl = {make_float3(0.0f, 0.8f, 0.0f), point_light_pos};
		buffer = new float3[num_primary_rays];
		cpuShade(pl, h_rays, scene->width, scene->height, num_primary_rays, scene->h_triangles, scene->num_triangles,
			*h_maxts, *h_hitids, buffer, NULL, 0, NULL, NULL, primary_mcodes, false, use_morton_codes);
	}
}

void Renderer::printStats(Counters& ctr) {

	// Print the statistics
	printf("Timing and Stats for Frame No              : %d \n", frame_no);
	printf("------------------------------------------------\n");
	printf("Ray Filter Time                            : %f ms\n", ctr.ray_filter_time);
	printf("Tri Filter Time                            : %f ms\n", ctr.tri_filter_time);
	printf("Total Triangle Sorts                       : %d \n", ctr.trifilter_sort_cnt);
	printf("Total Ray Sorts                            : %d \n", ctr.rayfilter_sort_cnt);
	printf("Tri Sort By Key Time                       : %f ms\n", ctr.trisortbykey_time);
	printf("Tri Reduction Time                         : %f ms\n", ctr.trireduction_time);
	printf("Ray Sort By Key Time                       : %f ms\n", ctr.raysortbykey_time);
	printf("Ray Reduction Time                         : %f ms\n", ctr.rayreduction_time);
	printf("Brute Force Kernel Time                    : %f ms\n", ctr.brute_force_time);
	printf("Sort By Key Time                           : %f ms\n", ctr.seg_sort_time);
	printf("Reduce By Key Time                         : %f ms\n", ctr.reduction_time);
	printf("Update Min Time                            : %f ms\n", ctr.update_min_time);
	printf("Memcpy time                                : %f ms\n", ctr.mem_cpy_time);
	printf("Misc time                                  : %f ms\n", ctr.misc_time);
	printf("Other time 1                               : %f ms\n", ctr.other_time1);
	printf("Total Ray Box Intersections                : %d \n", ctr.raybox);
	printf("Total Tri Box Intersections                : %d \n", ctr.tribox);
	printf("Total Ray Tri Intersections                : %d \n", ctr.raytri);
	printf("------------------------------------------------\n");

	// print the detailed per sort operations in log file
	std::ofstream logfile("log.log");
	logfile<<"Tri Sort Data\n";
	for(unsigned int i = 0; i < ctr.tri_sort_times.size(); i++)
		logfile<<ctr.tri_sort_times[i].first<<"\t"<<ctr.tri_sort_times[i].second<<"\n";
	logfile<<"-------------------------------\nRay Sort Data\n";
	for(unsigned int i = 0; i < ctr.ray_sort_times.size(); i++)
		logfile<<ctr.ray_sort_times[i].first<<"\t"<<ctr.ray_sort_times[i].second<<"\n";
	logfile.close();
}

/// NOTE: I dont need the h_pray_idx_array at all!!!!!
void Renderer::renderShadowRaySoa(Method method, DacrtRunTimeParameters& rtparams, RayArray& h_primary_rays, RayArray& d_primary_rays,
	int* h_pray_idx_array, int* d_pray_idx_array, int* h_hitids, float* h_maxts, int* d_hitids, float * d_maxts, int num_shadow_samples) {

	printf("\nShadow Ray Pass\n");
	double start, end;
	RayArray h_srays;
	RayArray d_srays;
	int* h_sray_idx_array  = NULL;
	int* d_sray_idx_array  = NULL;
	int* h_spray_idx_array = NULL;		// host shadow-primary ray association array
	int* d_spray_idx_array = NULL;		// host shadow_primary ray association array
	int* h_shitids		   = NULL;
	float* h_smaxts		   = NULL;
	int* d_shitids		   = NULL;
	float* d_smaxts		   = NULL;
	bool* h_shadows		   = NULL;
	bool* d_shadows		   = NULL;
	int num_candidates	   = 0;
	int num_primary_rays   = scene->width * scene->height * scene->spp;
	int num_shadow_rays	   = 0;
	Counters shadow_ray_ctr;

	/// NOTE: Assuming same point light for both shading and shadow calculations
	PointLight pl = {make_float3(0.0f, 0.0f, 0.0f), point_light_pos};

	if(!use_cuda) {
		start = omp_get_wtime();
		/// TODO: write code to use different methods for shadow rays. We have to collect timings.
		/// Right now, we are just computing using the spatial methods.
		std::vector<int> temp;
		for(int i = 0; i < num_primary_rays; i++) {
			if(h_hitids[i] != -1) {
				temp.push_back(i);
			}
		}

		num_candidates	   = temp.size();
		num_shadow_rays    = num_candidates;
		h_sray_idx_array   = new int[num_candidates * num_shadow_samples];
		h_spray_idx_array  = new int[num_candidates * num_shadow_samples];
		h_srays.d		   = new float3[num_candidates * num_shadow_samples];
		h_srays.o		   = new float3[num_candidates * num_shadow_samples];
		h_shadows		   = new bool[num_candidates * num_shadow_samples];			// we need only num_candidates to determine the shadows
		h_shitids		   = new int[num_candidates];
		h_smaxts		   = new float[num_candidates];

		checkCuda(cudaMalloc((void**)&d_sray_idx_array, sizeof(int) * num_candidates * num_shadow_samples));
		checkCuda(cudaMalloc((void**)&d_spray_idx_array, sizeof(int) * num_candidates * num_shadow_samples));
		checkCuda(cudaMalloc((void**)&d_srays.d, sizeof(float3) * num_candidates * num_shadow_samples));
		checkCuda(cudaMalloc((void**)&d_srays.o, sizeof(float3) * num_candidates * num_shadow_samples));
		checkCuda(cudaMalloc((void**)&d_shadows, sizeof(bool) * num_candidates * num_shadow_samples));
		checkCuda(cudaMalloc((void**)&d_shitids, sizeof(int) * num_candidates * num_shadow_samples));
		checkCuda(cudaMalloc((void**)&d_smaxts, sizeof(float) * num_candidates * num_shadow_samples));

		printf("\nGenerating Shadow Rays : %d\n", temp.size());
		/// NOTE: in case of soft shadows, we have to loop over still n_shadow_samples still.
		for(unsigned int i = 0; i < temp.size(); i++) {
			h_sray_idx_array[i] = i;
			h_spray_idx_array[i] = temp[i];
			h_shadows[i] = false;
			float3 xt_pt = Ray(h_primary_rays.o[temp[i]], h_primary_rays.d[temp[i]])(h_maxts[temp[i]]);
			float3 dir = normalize(pl.position - xt_pt);			// incase of soft shadows, i have to make use of samples
			h_srays.o[i] = xt_pt + (0.00001F * dir);
			h_srays.d[i] = dir;
			h_shitids[i] = -1;
			h_smaxts[i] = FLT_MAX;
		}
		/*
		// generate one reflected ray bounce.
		for(unsigned int i = temp.size(); i < 2 * temp.size(); i++) {
			// we generate reflection rays. // use normal, then generate the opposite rays using snell's law
			h_sray_idx_array[i] = i;
			h_spray_idx_array[i] = temp[i-temp.size()];			//use the same association
			float3 xt_pt = Ray(h_primary_rays.o[temp[i-temp.size()]], h_primary_rays.d[temp[i-temp.size()]])(h_maxts[temp[i-temp.size()]]);
			// compute normal
			float3 normal = computeNormal(Triangle(scene->h_triangles.v0[h_hitids[temp[i]]], scene->h_triangles.v1[h_hitids[temp[i]]], scene->h_triangles.v2[h_hitids[temp[i]]]));
			float3 V = h_primary_rays.d[temp[i]];
			float fdot = -dot(normal, V);
			// reflected ray is given by V + (2 * N * fdot)
			float3 dir = normalize(V + (2 * normal * fdot));
			h_srays.o[i] = xt_pt + (0.00001F * dir);
			h_srays.d[i] = dir;
			h_shitids[i] = -1;
			h_smaxts[i] = FLT_MAX;
		}
		*/

		// copy to device
		checkCuda(cudaMemcpy(d_sray_idx_array, h_sray_idx_array, sizeof(int) * num_candidates * num_shadow_samples, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_spray_idx_array, h_spray_idx_array, sizeof(int) * num_candidates * num_shadow_samples, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_srays.o, h_srays.o, sizeof(float3) * num_candidates * num_shadow_samples, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_srays.d, h_srays.d, sizeof(float3) * num_candidates * num_shadow_samples, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_shadows, h_shadows, sizeof(bool) * num_candidates * num_shadow_samples, cudaMemcpyHostToDevice));

		end = omp_get_wtime();
		printf("Shadow Rays created in : %f seconds\n", end-start);
	} else {
		// use cuda device shadow ray initialization, and stuff
		setupShadowRaysCuda(d_primary_rays, d_srays, d_hitids, d_maxts, d_pray_idx_array, &d_sray_idx_array, &d_spray_idx_array, num_shadow_rays);
		// allocate memory
		checkCuda(cudaMalloc((void**)&d_smaxts, sizeof(float) * num_shadow_rays));
		checkCuda(cudaMalloc((void**)&d_shitids, sizeof(int) * num_shadow_rays));
		h_shitids		   = new int[num_shadow_rays];
		h_smaxts		   = new float[num_shadow_rays];
		h_shadows		   = new bool[num_shadow_rays];
		h_sray_idx_array   = new int[num_shadow_rays];
		h_spray_idx_array  = new int[num_shadow_rays];
	}
	// call the appropriate pass
	/// NOTE: the bug was a typo. I had been passing h_pray while it should have been h_spray.!! I should definitely change the naming now.!!
	switch(method) {
	case CPU_SPATIAL_SHADOW:
		{
			printf("Starting Shadow Pass\n");
			start = omp_get_wtime();
			CpuShadowPassData data(scene->scene_box, scene->h_triangles, scene->h_tri_idx_array, scene->num_triangles, scene->num_triangles,
				h_srays, h_sray_idx_array, h_spray_idx_array, num_candidates, num_candidates, h_shadows);
			dacrt((void*)&data, CPU_SPATIAL_SHADOW, rtparams, shadow_ray_ctr, *logfile);
			end = omp_get_wtime();
		}
		break;
	case GPU_DACRT_FULLY_CUDA_SHADOW:
		{
			printf("Starting GPU_DACRT_FULLY_CUDA_SHADOW \n");
			start = omp_get_wtime();
			GpuFullyParallelData data(scene->scene_box, scene->d_triangles, d_srays, scene->d_tri_idx_array, d_sray_idx_array, scene->num_triangles,
				num_shadow_rays, scene->num_triangles, num_shadow_rays, d_smaxts, d_shitids);
			dacrt((void**)&data, GPU_SPATIAL_FULLY_PARALLEL_MODIFIED, rtparams, shadow_ray_ctr, *logfile);
			// now fill the bool array correctly.
			// if we have -1 in the hitids, we have no intersection and hence no shadows. else shadow pixel
			end = omp_get_wtime();
			checkCuda(cudaMemcpy(h_shitids, d_shitids, sizeof(int) * num_shadow_rays, cudaMemcpyDeviceToHost));
			checkCuda(cudaMemcpy(h_smaxts, d_smaxts, sizeof(float) * num_shadow_rays, cudaMemcpyDeviceToHost));
			checkCuda(cudaMemcpy(h_spray_idx_array, d_spray_idx_array, sizeof(int) * num_shadow_rays, cudaMemcpyDeviceToHost));
			checkCuda(cudaMemcpy(h_sray_idx_array, d_sray_idx_array, sizeof(int) * num_shadow_rays, cudaMemcpyDeviceToHost));
			unsigned int debug = 0;
			for(int i = 0; i < num_shadow_rays; i++) {
				if(h_shitids[i] != -1) {
					// check if distance to nearest hit is less than that of light
					/*
					float3 xt_pt = Ray(h_srays.o[i], h_srays.d[i])(h_smaxts[i]);
					float3 orgn = h_srays.o[i];
					float light_distance = getDistance(xt_pt, orgn);
					float nearest_distance = getDistance(orgn, pl.position);
					if(nearest_distance < light_distance) {*/
						h_shadows[i] = true;
						debug++;
					//}
				}
			}
			printf("GPU_DACRT_FULLY_CUDA_SHADOW completed in : %f seconds\n", end-start);
			printf("DEBUG : %d of shadow rays : %d\n", debug, num_shadow_rays);

		}
		break;
	}

	printStats(shadow_ray_ctr);

	// update the buffer accordingly now.!
	/// TODO: make the update of the buffer totally independent of the shadow pass.!
	buffer = new float3[num_primary_rays];
	if(enable_shadows) {
		cpuShade(pl, h_primary_rays, scene->width, scene->height, num_primary_rays, scene->h_triangles, scene->num_triangles, h_maxts, h_hitids, buffer, h_shadows, num_candidates,
			h_sray_idx_array, h_spray_idx_array, primary_mcodes, enable_shadows, use_morton_codes);
	}

	// free up the memory. We can safely do this because this data is not used anywhere else.
	SAFE_RELEASE(h_shitids);
	SAFE_RELEASE(h_smaxts);
	SAFE_RELEASE(h_sray_idx_array);
	SAFE_RELEASE(h_spray_idx_array);
	SAFE_RELEASE(h_shadows);
	SAFE_RELEASE(h_srays.d);
	SAFE_RELEASE(h_srays.o);
	CUDA_SAFE_RELEASE(d_sray_idx_array);
	CUDA_SAFE_RELEASE(d_spray_idx_array);
	CUDA_SAFE_RELEASE(d_srays.d);
	CUDA_SAFE_RELEASE(d_srays.o);
	CUDA_SAFE_RELEASE(d_shadows);
	CUDA_SAFE_RELEASE(d_shitids);
	CUDA_SAFE_RELEASE(d_smaxts);

}

void Renderer::renderSecondaryRaysSoa(Method method, DacrtRunTimeParameters& rtparams, RayArray& h_primary_rays, RayArray& d_primary_rays,
	int* h_pray_idx_array, int* d_pray_idx_array, int* h_hitids, float* h_maxts, int* d_hitids, float * d_maxts, int max_depth, int samples) {

	// we do cuda ray generation
	// first determine number of secondary rays that are to be generated.
	size_t num_candidates     = 0;
	size_t num_primary_rays   = scene->width * scene->height * scene->spp;
	size_t num_secondary_rays = 0;
	int* h_sray_idx_array     = NULL;
	int* d_sray_idx_array     = NULL;
	int* h_spray_idx_array    = NULL;		// host shadow-primary ray association array
	int* d_spray_idx_array    = NULL;		// host shadow_primary ray association array
	int* h_shitids            = NULL;
	float* h_smaxts           = NULL;
	int* d_shitids            = NULL;
	float* d_smaxts           = NULL;
	RayArray h_srays;
	RayArray d_srays;
	PointLight pl = {make_float3(0.0f, 0.0f, 0.0f), point_light_pos};
	std::vector<float> aoctr;					// we store hits for all ambient occluded rays here.!

	// we generate ambient occlusion for the rays
	// 32 ambient occulsion rays per pixel
	printf("Secondary Ray Pass\n");
	double start, end;
	if(!use_cuda) {

		start = omp_get_wtime();
		std::vector<int> temp;
		for(size_t i = 0; i < num_primary_rays; i++) {
			if(h_hitids[i] != -1) {
				temp.push_back(i);
			}
		}

		num_candidates     = temp.size();
		num_secondary_rays = num_candidates * samples;
		h_sray_idx_array   = new int[num_secondary_rays];
		h_spray_idx_array  = new int[num_secondary_rays];
		h_srays.d          = new float3[num_secondary_rays];
		h_srays.o          = new float3[num_secondary_rays];
		h_shitids          = new int[num_secondary_rays];
		h_smaxts           = new float[num_secondary_rays];

		// allocate device memory
		checkCuda(cudaMalloc((void**)&d_sray_idx_array, sizeof(int) * num_secondary_rays));
		checkCuda(cudaMalloc((void**)&d_spray_idx_array, sizeof(int) * num_secondary_rays));
		checkCuda(cudaMalloc((void**)&d_srays.d, sizeof(float3) * num_secondary_rays));
		checkCuda(cudaMalloc((void**)&d_srays.o, sizeof(float3) * num_secondary_rays));
		checkCuda(cudaMalloc((void**)&d_shitids, sizeof(int) * num_secondary_rays));
		checkCuda(cudaMalloc((void**)&d_smaxts, sizeof(float) * num_secondary_rays));

		printf("Generating Secondary Rays : Num Samples per pixel : %d ; Total Rays : %d\n", samples, temp.size() * samples);
		for(size_t i = 0; i < temp.size(); i++) {
			float3 xt_pt = Ray(h_primary_rays.o[temp[i]], h_primary_rays.d[temp[i]])(h_maxts[temp[i]]);
			float3 normal = computeNormal(Triangle(scene->h_triangles.v0[h_hitids[temp[i]]], scene->h_triangles.v1[h_hitids[temp[i]]], scene->h_triangles.v2[h_hitids[temp[i]]]));
			if(dot(normal, h_primary_rays.d[temp[i]]) > 0.f)
				normal = -normal;			// backward facing triangles.
			/*
			float3 na = fabs(normal);
			float nm = fmaxf(fmaxf(na.x, na.y), na.z);
			float3 perp = make_float3(normal.y, -normal.x, 0);
			if (nm == na.z)
				perp = make_float3(0.0f, normal.z, -normal.y);
			else if (nm == na.x)
				perp = make_float3(-normal.z, 0.0f, normal.x);

			perp = normalize(perp);
			float3 biperp = cross(normal, perp);

			// assume always a multiple of 4 random directions
			//size_t num_per_quadrant = samples/4;
			for(size_t j = 0; j < 4; j++) {
				float u1 = unifRand();
				float v = unifRand();
				float u = M_PI/2 * (u1 + j);
				float v2 = v * v;
				float3 t1 = perp * cos(u) * v;
				float3 t2 = biperp * sin(u) * v;
				v = sqrtf(1-v2);
				float3 norm = normal * v;
				float3 dir = t1 + t2 + norm;
				dir = normalize(dir);
				h_srays.o[i * samples + j] = xt_pt + (0.00001F * dir);
				h_srays.d[i * samples + j] = dir;
				h_shitids[i * samples + j] = -1;
				h_smaxts[i * samples + j]  = FLT_MAX;
			}*/

			for(size_t j = 0; j < samples; j++) {
				h_sray_idx_array[i * samples + j]  = i * samples + j;
				h_spray_idx_array[i * samples + j] = temp[i];
				// compute perpendicular vectors
				// generate a random direction here.!
				float3 dir;
				//do {
				//	dir.x = unifRand();
				//	dir.y = unifRand();
				//	dir.z = unifRand();
				//	dir = normalize(dir);
				//} while(dot(normal, dir) < 0.0f);
				float u1 = unifRand();
				float u2 = unifRand();
				float r = sqrtf(u1);
				float theta = 2 * M_PI * u2;
				float x = r * cos(theta);
				float y = r * sin(theta);
				dir = normalize(make_float3(x, y, sqrtf(max(0.0f, 1-u1))));
				if(dot(dir, normal) < 0.0f) dir = -dir;
				h_srays.o[i * samples + j] = xt_pt + (0.00001F * dir);
				h_srays.d[i * samples + j] = dir;
				h_shitids[i * samples + j] = -1;
				h_smaxts[i * samples + j]  = FLT_MAX;

			}
		}

		checkCuda(cudaMemcpy(d_sray_idx_array, h_sray_idx_array, sizeof(int) * num_secondary_rays, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_spray_idx_array, h_spray_idx_array, sizeof(int) * num_secondary_rays, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_srays.o, h_srays.o, sizeof(float3) * num_secondary_rays, cudaMemcpyHostToDevice));
		checkCuda(cudaMemcpy(d_srays.d, h_srays.d, sizeof(float3) * num_secondary_rays, cudaMemcpyHostToDevice));

		end = omp_get_wtime();
		end = omp_get_wtime();
		printf("Secondary Rays generated in : %f seconds\n", end-start);
	} else {
		printf("Cuda Setup not yet complete\n");
		return;
	}
	Counters secondary_ctr;
	switch(method) {
	case CPU_SPATIAL_PRIMARY:
		{
			printf("Starting AO in CPU_SPATIAL_PRIMARY");
			start = omp_get_wtime();
			CpuPrimaryPassRenderData data(scene->scene_box, scene->h_triangles, scene->h_tri_idx_array, scene->h_aabbs, scene->num_triangles,
				h_srays, h_sray_idx_array, num_secondary_rays, h_smaxts, h_shitids);
			dacrt((void*)&data, CPU_SPATIAL_PRIMARY, rtparams, secondary_ctr, *logfile);
			end = omp_get_wtime();

			printf("AO Pass in CPU_SPATIAL_PRIMARY completed in : %f seconds", end-start);
		}
		break;
	case GPU_DACRT_FULLY_CUDA_SECONDARY:
		{
			printf("Starting GPU_DACRT_FULLY_CUDA_SECONDARY \n");
			start = omp_get_wtime();
			GpuFullyParallelData data(scene->scene_box, scene->d_triangles, d_srays, scene->d_tri_idx_array, d_sray_idx_array, scene->num_triangles,
				num_secondary_rays, scene->num_triangles, num_secondary_rays, d_smaxts, d_shitids);
			dacrt((void**)&data, GPU_SPATIAL_FULLY_PARALLEL_MODIFIED, rtparams, secondary_ctr, *logfile);
			end = omp_get_wtime();
			printf("GPU_DACRT_FULLY_CUDA_SECONDARY completed in : %f seconds\n", end-start);
			checkCuda(cudaMemcpy(h_shitids, d_shitids, sizeof(int) * num_secondary_rays, cudaMemcpyDeviceToHost));
			checkCuda(cudaMemcpy(h_smaxts, d_smaxts, sizeof(float) * num_secondary_rays, cudaMemcpyDeviceToHost));
		}
		break;
	}
	printStats(secondary_ctr);

	// shade ambient occlusion here.!
	for(size_t i = 0; i < num_candidates; i++) {
		int cnt = 0;
		for(size_t j = 0; j < samples; j++) {
			if(h_shitids[i*samples + j] != -1) cnt++;				// distance factor
		}
		aoctr.push_back((float)cnt/(float)samples);
	}

	float* aocontrib = new float[aoctr.size()];
	std::copy(aoctr.begin(), aoctr.end(), aocontrib);
	// we write our own custom ambient occlusion writing method
	float3* aobuffer = new float3[num_primary_rays];
	cpuShadeAmbientOcclusion(scene->width, scene->height, num_primary_rays, h_hitids, aobuffer, num_candidates, samples, aocontrib,
		h_sray_idx_array, h_spray_idx_array);

	writeToJpeg(scene->width, scene->height, aobuffer, ao_output);

	// safe release
	SAFE_RELEASE(aobuffer);
	SAFE_RELEASE(aocontrib);
	SAFE_RELEASE(h_shitids);
	SAFE_RELEASE(h_smaxts);
	SAFE_RELEASE(h_sray_idx_array);
	SAFE_RELEASE(h_srays.o);
	SAFE_RELEASE(h_srays.d);
	SAFE_RELEASE(h_srays.original_id_array);
	CUDA_SAFE_RELEASE(d_shitids);
	CUDA_SAFE_RELEASE(d_smaxts);
	CUDA_SAFE_RELEASE(d_sray_idx_array);
	CUDA_SAFE_RELEASE(d_srays.o);
	CUDA_SAFE_RELEASE(d_srays.d);
	CUDA_SAFE_RELEASE(d_srays.original_id_array);

}

// AoS data format methods
void Renderer::renderPrimaryRaysAos(Method method, DacrtRunTimeParameters& rtparams, RayArrayAos& h_rays, RayArrayAos& d_rays, int** h_ray_idx_array, int** d_ray_idx_array, int** h_hitids, float** h_maxts) {

	// we can generate rays
	double start, end;
	int num_primary_rays = scene->width * scene->height * scene->spp;

	printf("Generating Rays\n");
	start = omp_get_wtime();

	h_rays.rays			= new Ray4[num_primary_rays];
	*h_ray_idx_array	= new int[num_primary_rays];
	*h_hitids			= new int[num_primary_rays];
	*h_maxts			= new float[num_primary_rays];

	checkCuda(cudaMalloc((void**)&d_rays.rays, sizeof(Ray4) * num_primary_rays));
	checkCuda(cudaMalloc((void**)&(*d_ray_idx_array), sizeof(int) * num_primary_rays));

	if(use_morton_codes) {
		// check for 2d, and 5d morton codes
		primary_mcodes = new MortonCode[num_primary_rays];
#pragma omp parallel for
		for(int y = 0; y < scene->height; y++) {
			for(int x = 0; x < scene->width; x++) {
				int idx = x + y * scene->width;
				primary_mcodes[idx] = MortonCode(MortonCode2(x, y), x, y);
			}
		}

		// sort the codes
		std::sort(primary_mcodes, primary_mcodes + num_primary_rays, MortonCompare());

		// generate the rays based on the sorted values
#pragma omp parallel for
		for(int i = 0; i < num_primary_rays; i++) {
			h_rays.rays[i] = Ray4(make_float4(scene->eye, 0.0f), make_float4(normalize(scene->ef->genRayDir(primary_mcodes[i].x, primary_mcodes[i].y)), 0.0f));
			(*h_ray_idx_array)[i] = i;
			(*h_hitids)[i] = -1;
			(*h_maxts)[i] = FLT_MAX;
		}
	} else {
#pragma omp parallel for
		for(int y = 0; y < scene->height; y++) {
			for(int x = 0; x < scene->width; x++) {
				int idx = y * scene->width + x;
				h_rays.rays[idx] = Ray4(make_float4(scene->eye, 0.0f), make_float4(normalize(scene->ef->genRayDir(x, y)), 0.0f));
				(*h_ray_idx_array)[idx] = idx;
				(*h_hitids)[idx] = -1;
				(*h_maxts)[idx] = FLT_MAX;
			}
		}
	}

	// copy data to gpu
	checkCuda(cudaMemcpy(d_rays.rays, h_rays.rays, sizeof(Ray4) * num_primary_rays, cudaMemcpyHostToDevice));
	checkCuda(cudaMemcpy(*d_ray_idx_array, *h_ray_idx_array, sizeof(int) * num_primary_rays, cudaMemcpyHostToDevice));

	//calculate total device bytes
	/// NOTE: this is correct calculation..!! Don't change.!
	total_device_bytes += 2 * sizeof(float4) * num_primary_rays + sizeof(int) * num_primary_rays;

	end = omp_get_wtime();
	printf("Ray Generation Time : %f seconds\n", end-start);
	printf("Total Device Memory usage so far : %u MB\n", total_device_bytes/(1024 * 1024));
	Counters primary_ray_ctr;

	// do actual rendering
	switch(method) {
	case GPU_SPATIAL_PRIMARY_AOS:
		{
			printf("Starting GPU_SPATIAL_PRIMARY_AOS\n");
			start = omp_get_wtime();
			renderCallGpuSpatialPrimaryAos(scene, d_rays, d_ray_idx_array, *h_maxts, *h_hitids, num_primary_rays, num_primary_rays, rtparams, primary_ray_ctr, *logfile);
			end = omp_get_wtime();
			printf("\nPrimary Ray Pass - GPU_SPATIAL_PRIMARY - completed in : %f seconds \n", end-start);
		}
		break;
	}

	printStats(primary_ray_ctr);
	if(!enable_shadows) {
		PointLight pl = {make_float3(0, 0.8, 0.0), make_float3(0.8f, 0.8f, 0.8f)};
		buffer = new float3[num_primary_rays];
		cpuShadeAos(pl, h_rays, scene->width, scene->height, num_primary_rays, scene->h_triangles_aos, scene->num_triangles,
			*h_maxts, *h_hitids, buffer, NULL, 0, NULL, NULL, primary_mcodes, false, use_morton_codes);

	}

}

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