/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. * SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: BSD-3-Clause * * Adapted code from Open Shading Language. */ #pragma once #include "kernel/types.h" #include "util/math.h" #include "util/types.h" CCL_NAMESPACE_BEGIN /* Equirectangular coordinates <-> Cartesian direction */ ccl_device float2 direction_to_equirectangular_range(const float3 dir, const float4 range) { if (is_zero(dir)) { return zero_float2(); } const float u = (atan2f(dir.y, dir.x) - range.y) / range.x; const float v = (acosf(dir.z / len(dir)) - range.w) / range.z; return make_float2(u, v); } ccl_device float3 equirectangular_range_to_direction(const float u, const float v, const float4 range) { const float phi = range.x * u + range.y; const float theta = range.z * v + range.w; return spherical_to_direction(theta, phi); } ccl_device float2 direction_to_equirectangular(const float3 dir) { return direction_to_equirectangular_range(dir, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); } ccl_device float3 equirectangular_to_direction(const float u, const float v) { return equirectangular_range_to_direction(u, v, make_float4(-M_2PI_F, M_PI_F, -M_PI_F, M_PI_F)); } ccl_device float2 direction_to_central_cylindrical(const float3 dir, const float4 range) { const float z = dir.z / len(make_float2(dir.x, dir.y)); const float theta = atan2f(dir.y, dir.x); const float u = inverse_lerp(range.x, range.y, theta); const float v = inverse_lerp(range.z, range.w, z); return make_float2(u, v); } ccl_device float3 central_cylindrical_to_direction(const float u, const float v, const float4 range) { const float theta = mix(range.x, range.y, u); const float z = mix(range.z, range.w, v); return make_float3(cosf(theta), sinf(theta), z); } /* Fisheye <-> Cartesian direction */ ccl_device_inline float3 fisheye_to_direction(const float theta, const float u, float v, const float r) { float phi = safe_acosf(safe_divide(u, r)); if (v < 0.0f) { phi = -phi; } return make_float3(cosf(theta), -cosf(phi) * sinf(theta), sinf(phi) * sinf(theta)); } ccl_device float2 direction_to_fisheye_equidistant(const float3 dir, const float fov) { const float r = atan2f(len(make_float2(dir.y, dir.z)), dir.x) / fov; const float2 uv = r * safe_normalize(make_float2(dir.y, dir.z)); return make_float2(0.5f - uv.x, uv.y + 0.5f); } ccl_device float3 fisheye_equidistant_to_direction(float u, float v, float fov) { u = (u - 0.5f) * 2.0f; v = (v - 0.5f) * 2.0f; const float r = sqrtf(u * u + v * v); if (r > 1.0f) { return zero_float3(); } const float theta = r * fov * 0.5f; return fisheye_to_direction(theta, u, v, r); } ccl_device float2 direction_to_fisheye_equisolid(const float3 dir, const float lens, const float width, const float height) { const float theta = safe_acosf(dir.x); const float r = 2.0f * lens * sinf(theta * 0.5f); const float2 uv = r * safe_normalize(make_float2(dir.y, dir.z)); return make_float2(0.5f - uv.x / width, uv.y / height + 0.5f); } ccl_device_inline float3 fisheye_equisolid_to_direction( float u, float v, float lens, const float fov, const float width, const float height) { u = (u - 0.5f) * width; v = (v - 0.5f) * height; const float rmax = 2.0f * lens * sinf(fov * 0.25f); const float r = sqrtf(u * u + v * v); if (r > rmax) { return zero_float3(); } const float theta = 2.0f * asinf(r / (2.0f * lens)); return fisheye_to_direction(theta, u, v, r); } ccl_device_inline float3 fisheye_lens_polynomial_to_direction(float u, float v, float coeff0, const float4 coeffs, const float fov, const float width, const float height) { u = (u - 0.5f) * width; v = (v - 0.5f) * height; const float r = sqrtf(u * u + v * v); const float r2 = r * r; const float4 rr = make_float4(r, r2, r2 * r, r2 * r2); const float theta = -(coeff0 + dot(coeffs, rr)); if (fabsf(theta) > 0.5f * fov) { return zero_float3(); } return fisheye_to_direction(theta, u, v, r); } ccl_device float2 direction_to_fisheye_lens_polynomial( float3 dir, const float coeff0, const float4 coeffs, const float width, const float height) { const float theta = -safe_acosf(dir.x); /* Initialize r with the closed-form solution for the special case * coeffs.y = coeffs.z = coeffs.w = 0 */ float r = (theta - coeff0) / coeffs.x; const float4 diff_coeffs = make_float4(1.0f, 2.0f, 3.0f, 4.0f) * coeffs; for (int i = 0; i < 20; i++) { /* Newton's method for finding roots * * Given is the result theta = distortion_model(r), * we need to find r. * Let F(r) := theta - distortion_model(r). * Then F(r) = 0 <=> distortion_model(r) = theta * Therefore we apply Newton's method for finding a root of F(r). * Newton step for the function F: * r_n+1 = r_n - F(r_n) / F'(r_n) * The addition in the implementation is due to canceling of signs. * \{ */ const float old_r = r; const float r2 = r * r; const float F_r = theta - (coeff0 + dot(coeffs, make_float4(r, r2, r2 * r, r2 * r2))); const float dF_r = dot(diff_coeffs, make_float4(1.0f, r, r2, r2 * r)); r += F_r / dF_r; /* Early termination if the change is below the threshold */ if (fabsf(r - old_r) < 1e-6f) { break; } /** \} */ } const float2 uv = r * safe_normalize(make_float2(dir.y, dir.z)); return make_float2(0.5f - uv.x / width, uv.y / height + 0.5f); } /* Mirror Ball <-> Cartesion direction */ ccl_device float3 mirrorball_to_direction(const float u, const float v) { /* point on sphere */ float3 dir; dir.x = 2.0f * u - 1.0f; dir.z = 2.0f * v - 1.0f; if (dir.x * dir.x + dir.z * dir.z > 1.0f) { return zero_float3(); } dir.y = -sqrtf(max(1.0f - dir.x * dir.x - dir.z * dir.z, 0.0f)); /* reflection */ const float3 I = make_float3(0.0f, -1.0f, 0.0f); return 2.0f * dot(dir, I) * dir - I; } ccl_device float2 direction_to_mirrorball(float3 dir) { /* inverse of mirrorball_to_direction */ dir.y -= 1.0f; const float div = 2.0f * sqrtf(max(-0.5f * dir.y, 0.0f)); if (div > 0.0f) { dir /= div; } const float u = 0.5f * (dir.x + 1.0f); const float v = 0.5f * (dir.z + 1.0f); return make_float2(u, v); } /* Single face of a equiangular cube map projection as described in * https://blog.google/products/google-ar-vr/bringing-pixels-front-and-center-vr-video/ */ ccl_device float3 equiangular_cubemap_face_to_direction(float u, float v) { u = tanf((0.5f - u) * M_PI_2_F); v = tanf((v - 0.5f) * M_PI_2_F); return normalize(make_float3(1.0f, u, v)); } ccl_device float2 direction_to_equiangular_cubemap_face(const float3 dir) { const float u = 0.5f - atan2f(dir.y, dir.x) * 2.0f / M_PI_F; const float v = atan2f(dir.z, dir.x) * 2.0f / M_PI_F + 0.5f; return make_float2(u, v); } ccl_device_inline float3 panorama_to_direction(ccl_constant KernelCamera *cam, const float u, float v) { switch (cam->panorama_type) { case PANORAMA_EQUIRECTANGULAR: return equirectangular_range_to_direction(u, v, cam->equirectangular_range); case PANORAMA_EQUIANGULAR_CUBEMAP_FACE: return equiangular_cubemap_face_to_direction(u, v); case PANORAMA_MIRRORBALL: return mirrorball_to_direction(u, v); case PANORAMA_FISHEYE_EQUIDISTANT: return fisheye_equidistant_to_direction(u, v, cam->fisheye_fov); case PANORAMA_FISHEYE_LENS_POLYNOMIAL: return fisheye_lens_polynomial_to_direction(u, v, cam->fisheye_lens_polynomial_bias, cam->fisheye_lens_polynomial_coefficients, cam->fisheye_fov, cam->sensorwidth, cam->sensorheight); case PANORAMA_CENTRAL_CYLINDRICAL: return central_cylindrical_to_direction(u, v, cam->central_cylindrical_range); case PANORAMA_FISHEYE_EQUISOLID: default: return fisheye_equisolid_to_direction( u, v, cam->fisheye_lens, cam->fisheye_fov, cam->sensorwidth, cam->sensorheight); } } ccl_device_inline float2 direction_to_panorama(ccl_constant KernelCamera *cam, const float3 dir) { switch (cam->panorama_type) { case PANORAMA_EQUIRECTANGULAR: return direction_to_equirectangular_range(dir, cam->equirectangular_range); case PANORAMA_EQUIANGULAR_CUBEMAP_FACE: return direction_to_equiangular_cubemap_face(dir); case PANORAMA_MIRRORBALL: return direction_to_mirrorball(dir); case PANORAMA_FISHEYE_EQUIDISTANT: return direction_to_fisheye_equidistant(dir, cam->fisheye_fov); case PANORAMA_FISHEYE_LENS_POLYNOMIAL: return direction_to_fisheye_lens_polynomial(dir, cam->fisheye_lens_polynomial_bias, cam->fisheye_lens_polynomial_coefficients, cam->sensorwidth, cam->sensorheight); case PANORAMA_CENTRAL_CYLINDRICAL: return direction_to_central_cylindrical(dir, cam->central_cylindrical_range); case PANORAMA_FISHEYE_EQUISOLID: default: return direction_to_fisheye_equisolid( dir, cam->fisheye_lens, cam->sensorwidth, cam->sensorheight); } } ccl_device_inline void spherical_stereo_transform(ccl_constant KernelCamera *cam, ccl_private float3 *P, ccl_private float3 *D) { float interocular_offset = cam->interocular_offset; /* Interocular offset of zero means either non stereo, or stereo without * spherical stereo. */ kernel_assert(interocular_offset != 0.0f); if (cam->pole_merge_angle_to > 0.0f) { const float pole_merge_angle_from = cam->pole_merge_angle_from; const float pole_merge_angle_to = cam->pole_merge_angle_to; const float altitude = fabsf(safe_asinf((*D).z)); if (altitude > pole_merge_angle_to) { interocular_offset = 0.0f; } else if (altitude > pole_merge_angle_from) { const float fac = (altitude - pole_merge_angle_from) / (pole_merge_angle_to - pole_merge_angle_from); const float fade = cosf(fac * M_PI_2_F); interocular_offset *= fade; } } const float3 up = make_float3(0.0f, 0.0f, 1.0f); const float3 side = normalize(cross(*D, up)); const float3 stereo_offset = side * interocular_offset; *P += stereo_offset; /* Convergence distance is FLT_MAX in the case of parallel convergence mode, * no need to modify direction in this case either. */ const float convergence_distance = cam->convergence_distance; if (convergence_distance != FLT_MAX) { const float3 screen_offset = convergence_distance * (*D); *D = normalize(screen_offset - stereo_offset); } } CCL_NAMESPACE_END