// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once /*! \brief utility library containing sampling functions */ // convention is to return the sample (Vec3f) generated from given Vec2f 's'ample as last parameter // sampling functions often come in pairs: sample and pdf (needed later for MIS) // good reference is "Total Compendium" by Philip Dutre http://people.cs.kuleuven.be/~philip.dutre/GI/ #include "../math/vec.isph" #include "../math/linearspace.isph" struct Sample3f { Vec3f v; float pdf; }; inline uniform Sample3f make_Sample3f(const uniform Vec3f& v, const uniform float pdf) { uniform Sample3f s; s.v = v; s.pdf = pdf; return s; } #if defined(ISPC) inline Sample3f make_Sample3f(const Vec3f& v, const float pdf) { Sample3f s; s.v = v; s.pdf = pdf; return s; } #endif inline Vec3f cartesian(const float phi, const float sinTheta, const float cosTheta) { const float sinPhi = sinf(phi); const float cosPhi = cosf(phi); //sincos(phi, &sinPhi, &cosPhi); return make_Vec3f(cosPhi * sinTheta, sinPhi * sinTheta, cosTheta); } inline Vec3f cartesian(const float phi, const float cosTheta) { return cartesian(phi, cos2sin(cosTheta), cosTheta); } /// cosine-weighted sampling of hemisphere oriented along the +z-axis //////////////////////////////////////////////////////////////////////////////// inline Vec3f cosineSampleHemisphere(const Vec2f s) { const float phi = 2.0f * M_PI * s.x; const float cosTheta = sqrt(s.y); const float sinTheta = sqrt(1.0f - s.y); return cartesian(phi, sinTheta, cosTheta); } inline float cosineSampleHemispherePDF(const Vec3f &dir) { return dir.z / M_PI; } inline float cosineSampleHemispherePDF(float cosTheta) { return cosTheta / M_PI; } /*! Cosine weighted hemisphere sampling. Up direction is provided as argument. */ inline Sample3f cosineSampleHemisphere(const float u, const float v, const Vec3f& N) { Vec3f localDir = cosineSampleHemisphere(make_Vec2f(u,v)); Sample3f s; s.v = frame(N) * localDir; s.pdf = cosineSampleHemispherePDF(localDir); return s; } /// power cosine-weighted sampling of hemisphere oriented along the +z-axis //////////////////////////////////////////////////////////////////////////////// inline Vec3f powerCosineSampleHemisphere(const float n, const Vec2f &s) { const float phi = two_pi * s.x; const float cosTheta = pow(s.y, 1.0f / (n + 1.0f)); return cartesian(phi, cosTheta); } inline float powerCosineSampleHemispherePDF(const float cosTheta, const float n) // TODO: order of arguments { return (n + 1.0f) * (0.5f / M_PI) * pow(cosTheta, n); } inline float powerCosineSampleHemispherePDF(const Vec3f& dir, const float n) // TODO: order of arguments { return (n + 1.0f) * (0.5f / M_PI) * pow(dir.z, n); } /// uniform sampling of cone of directions oriented along the +z-axis //////////////////////////////////////////////////////////////////////////////// inline Vec3f uniformSampleCone(const float cosAngle, const Vec2f &s) { const float phi = two_pi * s.x; const float cosTheta = 1.0f - s.y * (1.0f - cosAngle); return cartesian(phi, cosTheta); } inline float uniformSampleConePDF(const float cosAngle) { return rcp(two_pi*(1.0f - cosAngle)); } inline uniform float uniformSampleConePDF(const uniform float cosAngle) { return rcp(two_pi*(1.0f - cosAngle)); } /// uniform sampling of disk //////////////////////////////////////////////////////////////////////////////// inline Vec3f uniformSampleDisk(const float radius, const Vec2f &s) { const float r = sqrtf(s.x) * radius; const float phi = two_pi * s.y; const float sinPhi = sinf(phi); const float cosPhi = cosf(phi); //sincos(phi, &sinPhi, &cosPhi); return make_Vec3f(r * cosPhi, r * sinPhi, 0.f); } inline float uniformSampleDiskPDF(const float radius) { return rcp(M_PI * sqr(radius)); } inline uniform float uniformSampleDiskPDF(const uniform float radius) { return rcp(M_PI * sqr(radius)); } /// uniform sampling of triangle abc //////////////////////////////////////////////////////////////////////////////// inline Vec3f uniformSampleTriangle(const Vec3f &a, const Vec3f &b, const Vec3f &c, const Vec2f &s) { const float su = sqrtf(s.x); return c + (1.0f - su) * (a-c) + (s.y*su) * (b-c); } inline float uniformSampleTrianglePDF(const Vec3f &a, const Vec3f &b, const Vec3f &c) { return 2.0f * rcp(abs(length(cross(a-c, b-c)))); }