Not sure what is happening here, needs to be checked by someone on Mac. Let's revert for now, it's not like this is a critical change. Pull Request: https://projects.blender.org/blender/blender/pulls/110443
366 lines
17 KiB
C
366 lines
17 KiB
C
/* SPDX-FileCopyrightText: 2024 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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/* Implements Gabor noise based on the paper:
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*
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* Lagae, Ares, et al. "Procedural noise using sparse Gabor convolution." ACM Transactions on
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* Graphics (TOG) 28.3 (2009): 1-10.
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*
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* But with the improvements from the paper:
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*
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* Tavernier, Vincent, et al. "Making gabor noise fast and normalized." Eurographics 2019-40th
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* Annual Conference of the European Association for Computer Graphics. 2019.
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*
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* And compute the Phase and Intensity of the Gabor based on the paper:
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*
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* Tricard, Thibault, et al. "Procedural phasor noise." ACM Transactions on Graphics (TOG) 38.4
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* (2019): 1-13.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* The original Gabor noise paper specifies that the impulses count for each cell should be
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* computed by sampling a Poisson distribution whose mean is the impulse density. However,
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* Tavernier's paper showed that stratified Poisson point sampling is better assuming the weights
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* are sampled using a Bernoulli distribution, as shown in Figure (3). By stratified sampling, they
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* mean a constant number of impulses per cell, so the stratification is the grid itself in that
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* sense, as described in the supplementary material of the paper. */
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#define IMPULSES_COUNT 8
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/* Computes a 2D Gabor kernel based on Equation (6) in the original Gabor noise paper. Where the
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* frequency argument is the F_0 parameter and the orientation argument is the w_0 parameter. We
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* assume the Gaussian envelope has a unit magnitude, that is, K = 1. That is because we will
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* eventually normalize the final noise value to the unit range, so the multiplication by the
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* magnitude will be canceled by the normalization. Further, we also assume a unit Gaussian width,
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* that is, a = 1. That is because it does not provide much artistic control. It follows that the
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* Gaussian will be truncated at pi.
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*
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* To avoid the discontinuities caused by the aforementioned truncation, the Gaussian is windowed
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* using a Hann window, that is because contrary to the claim made in the original Gabor paper,
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* truncating the Gaussian produces significant artifacts especially when differentiated for bump
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* mapping. The Hann window is C1 continuous and has limited effect on the shape of the Gaussian,
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* so it felt like an appropriate choice.
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*
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* Finally, instead of computing the Gabor value directly, we instead use the complex phasor
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* formulation described in section 3.1.1 in Tricard's paper. That's done to be able to compute the
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* phase and intensity of the Gabor noise after summation based on equations (8) and (9). The
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* return value of the Gabor kernel function is then a complex number whose real value is the
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* value computed in the original Gabor noise paper, and whose imaginary part is the sine
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* counterpart of the real part, which is the only extra computation in the new formulation.
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*
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* Note that while the original Gabor noise paper uses the cosine part of the phasor, that is, the
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* real part of the phasor, we use the sine part instead, that is, the imaginary part of the
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* phasor, as suggested by Tavernier's paper in "Section 3.3. Instance stationarity and
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* normalization", to ensure a zero mean, which should help with normalization. */
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ccl_device float2 compute_2d_gabor_kernel(float2 position, float frequency, float orientation)
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{
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float distance_squared = dot(position, position);
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float hann_window = 0.5f + 0.5f * cosf(M_PI_F * distance_squared);
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float gaussian_envelop = expf(-M_PI_F * distance_squared);
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float windowed_gaussian_envelope = gaussian_envelop * hann_window;
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float angle = 2.0f * M_PI_F * dot(position, polar_to_cartesian(frequency, orientation));
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return polar_to_cartesian(windowed_gaussian_envelope, angle);
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}
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/* Computes the approximate standard deviation of the zero mean normal distribution representing
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* the amplitude distribution of the noise based on Equation (9) in the original Gabor noise paper.
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* For simplicity, the Hann window is ignored and the orientation is fixed since the variance is
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* orientation invariant. We start integrating the squared Gabor kernel with respect to x:
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*
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* \int_{-\infty}^{-\infty} (e^{- \pi (x^2 + y^2)} cos(2 \pi f_0 x))^2 dx
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*
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* Which gives:
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*
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* \frac{(e^{2 \pi f_0^2}-1) e^{-2 \pi y^2 - 2 pi f_0^2}}{2^\frac{3}{2}}
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*
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* Then we similarly integrate with respect to y to get:
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*
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* \frac{1 - e^{-2 \pi f_0^2}}{4}
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*
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* Secondly, we note that the second moment of the weights distribution is 0.5 since it is a
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* fair Bernoulli distribution. So the final standard deviation expression is square root the
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* integral multiplied by the impulse density multiplied by the second moment.
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*
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* Note however that the integral is almost constant for all frequencies larger than one, and
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* converges to an upper limit as the frequency approaches infinity, so we replace the expression
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* with the following limit:
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*
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* \lim_{x \to \infty} \frac{1 - e^{-2 \pi f_0^2}}{4}
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*
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* To get an approximation of 0.25. */
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ccl_device float compute_2d_gabor_standard_deviation()
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{
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float integral_of_gabor_squared = 0.25f;
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float second_moment = 0.5f;
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return sqrtf(IMPULSES_COUNT * second_moment * integral_of_gabor_squared);
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}
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/* Computes the Gabor noise value at the given position for the given cell. This is essentially the
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* sum in Equation (8) in the original Gabor noise paper, where we sum Gabor kernels sampled at a
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* random position with a random weight. The orientation of the kernel is constant for anisotropic
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* noise while it is random for isotropic noise. The original Gabor noise paper mentions that the
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* weights should be uniformly distributed in the [-1, 1] range, however, Tavernier's paper showed
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* that using a Bernoulli distribution yields better results, so that is what we do. */
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ccl_device float2 compute_2d_gabor_noise_cell(
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float2 cell, float2 position, float frequency, float isotropy, float base_orientation)
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{
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float2 noise = make_float2(0.0f, 0.0f);
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for (int i = 0; i < IMPULSES_COUNT; ++i) {
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/* Compute unique seeds for each of the needed random variables. */
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float3 seed_for_orientation = make_float3(cell.x, cell.y, i * 3);
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float3 seed_for_kernel_center = make_float3(cell.x, cell.y, i * 3 + 1);
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float3 seed_for_weight = make_float3(cell.x, cell.y, i * 3 + 2);
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/* For isotropic noise, add a random orientation amount, while for anisotropic noise, use the
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* base orientation. Linearly interpolate between the two cases using the isotropy factor. Note
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* that the random orientation range spans pi as opposed to two pi, that's because the Gabor
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* kernel is symmetric around pi. */
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float random_orientation = (hash_float3_to_float(seed_for_orientation) - 0.5f) * M_PI_F;
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float orientation = base_orientation + random_orientation * isotropy;
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float2 kernel_center = hash_float3_to_float2(seed_for_kernel_center);
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float2 position_in_kernel_space = position - kernel_center;
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/* The kernel is windowed beyond the unit distance, so early exit with a zero for points that
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* are further than a unit radius. */
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if (dot(position_in_kernel_space, position_in_kernel_space) >= 1.0f) {
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continue;
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}
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/* We either add or subtract the Gabor kernel based on a Bernoulli distribution of equal
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* probability. */
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float weight = hash_float3_to_float(seed_for_weight) < 0.5f ? -1.0f : 1.0f;
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noise += weight * compute_2d_gabor_kernel(position_in_kernel_space, frequency, orientation);
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}
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return noise;
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}
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/* Computes the Gabor noise value by dividing the space into a grid and evaluating the Gabor noise
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* in the space of each cell of the 3x3 cell neighborhood. */
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ccl_device float2 compute_2d_gabor_noise(float2 coordinates,
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float frequency,
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float isotropy,
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float base_orientation)
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{
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float2 cell_position = floor(coordinates);
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float2 local_position = coordinates - cell_position;
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float2 sum = make_float2(0.0f, 0.0f);
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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float2 cell_offset = make_float2(i, j);
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float2 current_cell_position = cell_position + cell_offset;
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float2 position_in_cell_space = local_position - cell_offset;
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sum += compute_2d_gabor_noise_cell(
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current_cell_position, position_in_cell_space, frequency, isotropy, base_orientation);
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}
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}
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return sum;
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}
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/* Identical to compute_2d_gabor_kernel, except it is evaluated in 3D space. Notice that Equation
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* (6) in the original Gabor noise paper computes the frequency vector using (cos(w_0), sin(w_0)),
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* which we also do in the 2D variant, however, for 3D, the orientation is already a unit frequency
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* vector, so we just need to scale it by the frequency value. */
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ccl_device float2 compute_3d_gabor_kernel(float3 position, float frequency, float3 orientation)
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{
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float distance_squared = dot(position, position);
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float hann_window = 0.5f + 0.5f * cosf(M_PI_F * distance_squared);
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float gaussian_envelop = expf(-M_PI_F * distance_squared);
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float windowed_gaussian_envelope = gaussian_envelop * hann_window;
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float3 frequency_vector = frequency * orientation;
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float angle = 2.0f * M_PI_F * dot(position, frequency_vector);
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return polar_to_cartesian(windowed_gaussian_envelope, angle);
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}
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/* Identical to compute_2d_gabor_standard_deviation except we do triple integration in 3D. The only
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* difference is the denominator in the integral expression, which is `2^{5 / 2}` for the 3D case
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* instead of 4 for the 2D case. Similarly, the limit evaluates to `1 / (4 * sqrt(2))`. */
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ccl_device float compute_3d_gabor_standard_deviation()
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{
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float integral_of_gabor_squared = 1.0f / (4.0f * M_SQRT2_F);
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float second_moment = 0.5f;
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return sqrtf(IMPULSES_COUNT * second_moment * integral_of_gabor_squared);
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}
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/* Computes the orientation of the Gabor kernel such that it is constant for anisotropic
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* noise while it is random for isotropic noise. We randomize in spherical coordinates for a
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* uniform distribution. */
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ccl_device float3 compute_3d_orientation(float3 orientation, float isotropy, float4 seed)
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{
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/* Return the base orientation in case we are completely anisotropic. */
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if (isotropy == 0.0f) {
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return orientation;
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}
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/* Compute the orientation in spherical coordinates. */
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float inclination = acos(orientation.z);
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float azimuth = (orientation.y < 0.0f ? -1.0f : 1.0f) *
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acos(orientation.x / len(make_float2(orientation.x, orientation.y)));
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/* For isotropic noise, add a random orientation amount, while for anisotropic noise, use the
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* base orientation. Linearly interpolate between the two cases using the isotropy factor. Note
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* that the random orientation range is to pi as opposed to two pi, that's because the Gabor
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* kernel is symmetric around pi. */
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float2 random_angles = hash_float4_to_float2(seed) * M_PI_F;
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inclination += random_angles.x * isotropy;
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azimuth += random_angles.y * isotropy;
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/* Convert back to Cartesian coordinates. */
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return spherical_to_direction(inclination, azimuth);
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}
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ccl_device float2 compute_3d_gabor_noise_cell(
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float3 cell, float3 position, float frequency, float isotropy, float3 base_orientation)
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{
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float2 noise = make_float2(0.0f, 0.0f);
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for (int i = 0; i < IMPULSES_COUNT; ++i) {
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/* Compute unique seeds for each of the needed random variables. */
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float4 seed_for_orientation = make_float4(cell.x, cell.y, cell.z, i * 3);
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float4 seed_for_kernel_center = make_float4(cell.x, cell.y, cell.z, i * 3 + 1);
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float4 seed_for_weight = make_float4(cell.x, cell.y, cell.z, i * 3 + 2);
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float3 orientation = compute_3d_orientation(base_orientation, isotropy, seed_for_orientation);
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float3 kernel_center = hash_float4_to_float3(seed_for_kernel_center);
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float3 position_in_kernel_space = position - kernel_center;
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/* The kernel is windowed beyond the unit distance, so early exit with a zero for points that
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* are further than a unit radius. */
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if (dot(position_in_kernel_space, position_in_kernel_space) >= 1.0f) {
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continue;
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}
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/* We either add or subtract the Gabor kernel based on a Bernoulli distribution of equal
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* probability. */
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float weight = hash_float4_to_float(seed_for_weight) < 0.5f ? -1.0f : 1.0f;
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noise += weight * compute_3d_gabor_kernel(position_in_kernel_space, frequency, orientation);
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}
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return noise;
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}
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/* Identical to compute_2d_gabor_noise but works in the 3D neighborhood of the noise. */
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ccl_device float2 compute_3d_gabor_noise(float3 coordinates,
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float frequency,
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float isotropy,
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float3 base_orientation)
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{
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float3 cell_position = floor(coordinates);
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float3 local_position = coordinates - cell_position;
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float2 sum = make_float2(0.0f, 0.0f);
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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float3 cell_offset = make_float3(i, j, k);
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float3 current_cell_position = cell_position + cell_offset;
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float3 position_in_cell_space = local_position - cell_offset;
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sum += compute_3d_gabor_noise_cell(
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current_cell_position, position_in_cell_space, frequency, isotropy, base_orientation);
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}
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}
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}
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return sum;
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}
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ccl_device_noinline int svm_node_tex_gabor(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint stack_offsets_1,
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uint stack_offsets_2,
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int offset)
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{
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uint coordinates_stack_offset;
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uint scale_stack_offset;
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uint frequency_stack_offset;
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uint anisotropy_stack_offset;
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uint orientation_2d_stack_offset;
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uint orientation_3d_stack_offset;
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svm_unpack_node_uchar4(stack_offsets_1,
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&coordinates_stack_offset,
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&scale_stack_offset,
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&frequency_stack_offset,
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&anisotropy_stack_offset);
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svm_unpack_node_uchar2(
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stack_offsets_2, &orientation_2d_stack_offset, &orientation_3d_stack_offset);
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float3 coordinates = stack_load_float3(stack, coordinates_stack_offset);
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uint value_stack_offset;
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uint phase_stack_offset;
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uint intensity_stack_offset;
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uint4 node_1 = read_node(kg, &offset);
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svm_unpack_node_uchar3(
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node_1.x, &value_stack_offset, &phase_stack_offset, &intensity_stack_offset);
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float scale = stack_load_float_default(stack, scale_stack_offset, node_1.y);
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float frequency = stack_load_float_default(stack, frequency_stack_offset, node_1.z);
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float anisotropy = stack_load_float_default(stack, anisotropy_stack_offset, node_1.w);
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uint4 node_2 = read_node(kg, &offset);
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float orientation_2d = stack_load_float_default(stack, orientation_2d_stack_offset, node_2.x);
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float3 orientation_3d = stack_load_float3(stack, orientation_3d_stack_offset);
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float3 scaled_coordinates = coordinates * scale;
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float isotropy = 1.0f - clamp(anisotropy, 0.0f, 1.0f);
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frequency = max(0.001f, frequency);
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float2 phasor = make_float2(0.0f, 0.0f);
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float standard_deviation = 1.0f;
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switch ((NodeGaborType)type) {
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case NODE_GABOR_TYPE_2D: {
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phasor = compute_2d_gabor_noise(make_float2(scaled_coordinates.x, scaled_coordinates.y),
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frequency,
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isotropy,
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orientation_2d);
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standard_deviation = compute_2d_gabor_standard_deviation();
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break;
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}
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case NODE_GABOR_TYPE_3D: {
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float3 orientation = normalize(orientation_3d);
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phasor = compute_3d_gabor_noise(scaled_coordinates, frequency, isotropy, orientation);
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standard_deviation = compute_3d_gabor_standard_deviation();
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break;
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}
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}
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/* Normalize the noise by dividing by six times the standard deviation, which was determined
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* empirically. */
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float normalization_factor = 6.0f * standard_deviation;
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/* As discussed in compute_2d_gabor_kernel, we use the imaginary part of the phasor as the Gabor
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* value. But remap to [0, 1] from [-1, 1]. */
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if (stack_valid(value_stack_offset)) {
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stack_store_float(stack, value_stack_offset, (phasor.y / normalization_factor) * 0.5f + 0.5f);
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}
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/* Compute the phase based on equation (9) in Tricard's paper. But remap the phase into the
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* [0, 1] range. */
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if (stack_valid(phase_stack_offset)) {
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float phase = (atan2(phasor.y, phasor.x) + M_PI_F) / (2.0f * M_PI_F);
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stack_store_float(stack, phase_stack_offset, phase);
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}
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/* Compute the intensity based on equation (8) in Tricard's paper. */
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if (stack_valid(intensity_stack_offset)) {
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stack_store_float(stack, intensity_stack_offset, len(phasor) / normalization_factor);
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}
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return offset;
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}
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CCL_NAMESPACE_END
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