212 lines
7.1 KiB
C
212 lines
7.1 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
|
|
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
|
|
*
|
|
* SPDX-License-Identifier: BSD-3-Clause
|
|
*
|
|
* Adapted code from Open Shading Language. */
|
|
|
|
#pragma once
|
|
|
|
#include "util/math.h"
|
|
#include "util/projection.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
/* Distribute 2D uniform random samples on [0, 1] over unit disk [-1, 1], with concentric mapping
|
|
* to better preserve stratification for some RNG sequences. */
|
|
ccl_device float2 sample_uniform_disk(const float2 rand)
|
|
{
|
|
float phi;
|
|
float r;
|
|
const float a = 2.0f * rand.x - 1.0f;
|
|
const float b = 2.0f * rand.y - 1.0f;
|
|
|
|
if (a == 0.0f && b == 0.0f) {
|
|
return zero_float2();
|
|
}
|
|
|
|
if (a * a > b * b) {
|
|
r = a;
|
|
phi = M_PI_4_F * (b / a);
|
|
}
|
|
else {
|
|
r = b;
|
|
phi = M_PI_2_F - M_PI_4_F * (a / b);
|
|
}
|
|
|
|
return polar_to_cartesian(r, phi);
|
|
}
|
|
|
|
/* return an orthogonal tangent and bitangent given a normal and tangent that
|
|
* may not be exactly orthogonal */
|
|
ccl_device void make_orthonormals_tangent(const float3 N,
|
|
const float3 T,
|
|
ccl_private float3 *a,
|
|
ccl_private float3 *b)
|
|
{
|
|
*b = normalize(cross(N, T));
|
|
*a = cross(*b, N);
|
|
}
|
|
|
|
ccl_device void make_orthonormals_safe_tangent(const float3 N,
|
|
const float3 T,
|
|
ccl_private float3 *a,
|
|
ccl_private float3 *b)
|
|
{
|
|
*b = safe_normalize(cross(N, T));
|
|
if (len_squared(*b) < 0.99f) {
|
|
/* Normalization failed, so fall back to basic orthonormals. */
|
|
make_orthonormals(N, a, b);
|
|
}
|
|
else {
|
|
*a = cross(*b, N);
|
|
}
|
|
}
|
|
|
|
/* sample direction with cosine weighted distributed in hemisphere */
|
|
ccl_device_inline void sample_cos_hemisphere(const float3 N,
|
|
const float2 rand_in,
|
|
ccl_private float3 *wo,
|
|
ccl_private float *pdf)
|
|
{
|
|
const float2 rand = sample_uniform_disk(rand_in);
|
|
const float costheta = safe_sqrtf(1.0f - len_squared(rand));
|
|
|
|
float3 T;
|
|
float3 B;
|
|
make_orthonormals(N, &T, &B);
|
|
*wo = rand.x * T + rand.y * B + costheta * N;
|
|
*pdf = costheta * M_1_PI_F;
|
|
}
|
|
|
|
ccl_device_inline float pdf_cos_hemisphere(const float3 N, const float3 D)
|
|
{
|
|
const float cos_theta = dot(N, D);
|
|
return cos_theta > 0 ? cos_theta * M_1_PI_F : 0.0f;
|
|
}
|
|
|
|
/* sample direction uniformly distributed in hemisphere */
|
|
ccl_device_inline void sample_uniform_hemisphere(const float3 N,
|
|
const float2 rand,
|
|
ccl_private float3 *wo,
|
|
ccl_private float *pdf)
|
|
{
|
|
float2 xy = sample_uniform_disk(rand);
|
|
const float z = 1.0f - len_squared(xy);
|
|
|
|
xy *= safe_sqrtf(z + 1.0f);
|
|
|
|
float3 T;
|
|
float3 B;
|
|
make_orthonormals(N, &T, &B);
|
|
|
|
*wo = xy.x * T + xy.y * B + z * N;
|
|
*pdf = M_1_2PI_F;
|
|
}
|
|
|
|
ccl_device_inline float pdf_uniform_cone(const float3 N, const float3 D, const float angle)
|
|
{
|
|
const float z = precise_angle(N, D);
|
|
if (z < angle) {
|
|
return M_1_2PI_F / one_minus_cos(angle);
|
|
}
|
|
return 0.0f;
|
|
}
|
|
|
|
/* Uniformly sample a direction in a cone of given angle around `N`. Use concentric mapping to
|
|
* better preserve stratification. Return the angle between `N` and the sampled direction as
|
|
* `cos_theta`.
|
|
* Pass `1 - cos(angle)` as argument instead of `angle` to alleviate precision issues at small
|
|
* angles (see sphere light for reference). */
|
|
ccl_device_inline float3 sample_uniform_cone(const float3 N,
|
|
const float one_minus_cos_angle,
|
|
const float2 rand,
|
|
ccl_private float *cos_theta,
|
|
ccl_private float *pdf)
|
|
{
|
|
if (one_minus_cos_angle > 0) {
|
|
/* Remap radius to get a uniform distribution w.r.t. solid angle on the cone.
|
|
* The logic to derive this mapping is as follows:
|
|
*
|
|
* Sampling a cone is comparable to sampling the hemisphere, we just restrict theta. Therefore,
|
|
* the same trick of first sampling the unit disk and the projecting the result up towards the
|
|
* hemisphere by calculating the appropriate z coordinate still works.
|
|
*
|
|
* However, by itself this results in cosine-weighted hemisphere sampling, so we need some kind
|
|
* of remapping. Cosine-weighted hemisphere and uniform cone sampling have the same conditional
|
|
* PDF for phi (both are constant), so we only need to think about theta, which corresponds
|
|
* directly to the radius.
|
|
*
|
|
* To find this mapping, we consider the simplest sampling strategies for cosine-weighted
|
|
* hemispheres and uniform cones. In both, phi is chosen as `2pi * random()`. For the former,
|
|
* `r_disk(rand) = sqrt(rand)`. This is just naive disk sampling, since the projection to the
|
|
* hemisphere doesn't change the radius.
|
|
* For the latter, `r_cone(rand) = sin_from_cos(mix(cos_angle, 1, rand))`.
|
|
*
|
|
* So, to remap, we just invert r_disk `(-> rand(r_disk) = r_disk^2)` and insert it into
|
|
* r_cone: `r_cone(r_disk) = r_cone(rand(r_disk)) = sin_from_cos(mix(cos_angle, 1, r_disk^2))`.
|
|
* In practice, we need to replace `rand` with `1 - rand` to preserve the stratification,
|
|
* but since it's uniform, that's fine. */
|
|
float2 xy = sample_uniform_disk(rand);
|
|
const float r2 = len_squared(xy);
|
|
|
|
/* Equivalent to `mix(cos_angle, 1.0f, 1.0f - r2)`. */
|
|
*cos_theta = 1.0f - r2 * one_minus_cos_angle;
|
|
|
|
/* Remap disk radius to cone radius, equivalent to `xy *= sin_theta / sqrt(r2)`. */
|
|
xy *= safe_sqrtf(one_minus_cos_angle * (2.0f - one_minus_cos_angle * r2));
|
|
|
|
*pdf = M_1_2PI_F / one_minus_cos_angle;
|
|
|
|
float3 T;
|
|
float3 B;
|
|
make_orthonormals(N, &T, &B);
|
|
return xy.x * T + xy.y * B + *cos_theta * N;
|
|
}
|
|
|
|
*cos_theta = 1.0f;
|
|
*pdf = 1.0f;
|
|
|
|
return N;
|
|
}
|
|
|
|
/* sample uniform point on the surface of a sphere */
|
|
ccl_device float3 sample_uniform_sphere(const float2 rand)
|
|
{
|
|
const float z = 1.0f - 2.0f * rand.x;
|
|
const float r = sin_from_cos(z);
|
|
const float phi = M_2PI_F * rand.y;
|
|
|
|
return make_float3(polar_to_cartesian(r, phi), z);
|
|
}
|
|
|
|
/* sample point in unit polygon with given number of corners and rotation */
|
|
ccl_device float2 regular_polygon_sample(const float corners, float rotation, const float2 rand)
|
|
{
|
|
float u = rand.x;
|
|
float v = rand.y;
|
|
|
|
/* sample corner number and reuse u */
|
|
const float corner = floorf(u * corners);
|
|
u = u * corners - corner;
|
|
|
|
/* uniform sampled triangle weights */
|
|
u = sqrtf(u);
|
|
v = v * u;
|
|
u = 1.0f - u;
|
|
|
|
/* point in triangle */
|
|
const float angle = M_PI_F / corners;
|
|
const float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle));
|
|
|
|
/* rotate */
|
|
rotation += corner * 2.0f * angle;
|
|
|
|
const float cr = cosf(rotation);
|
|
const float sr = sinf(rotation);
|
|
|
|
return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|