Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/intern/cycles/kernel/sample/mapping.h
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blender-5.2.0/intern/cycles/kernel/sample/mapping.h
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/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted code from Open Shading Language. */
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#pragma once
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#include "util/math.h"
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#include "util/projection.h"
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#ifndef __KERNEL_GPU__
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# include <climits>
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#endif
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CCL_NAMESPACE_BEGIN
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/* Distribute 2D uniform random samples on [0, 1] over unit disk [-1, 1], with concentric mapping
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* to better preserve stratification for some RNG sequences. */
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ccl_device float2 sample_uniform_disk(const float2 rand)
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{
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float phi;
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float r;
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const float a = 2.0f * rand.x - 1.0f;
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const float b = 2.0f * rand.y - 1.0f;
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if (a == 0.0f && b == 0.0f) {
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return zero_float2();
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}
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if (a * a > b * b) {
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r = a;
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phi = M_PI_4_F * (b / a);
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}
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else {
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r = b;
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phi = M_PI_2_F - M_PI_4_F * (a / b);
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}
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return polar_to_cartesian(r, phi);
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}
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/* return an orthogonal tangent and bitangent given a normal and tangent that
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* may not be exactly orthogonal */
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ccl_device void make_orthonormals_tangent(const float3 N,
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const float3 T,
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ccl_private float3 *a,
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ccl_private float3 *b)
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{
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*b = normalize(cross(N, T));
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*a = cross(*b, N);
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}
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ccl_device void make_orthonormals_safe_tangent(const float3 N,
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const float3 T,
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ccl_private float3 *a,
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ccl_private float3 *b)
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{
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*b = safe_normalize(cross(N, T));
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if (len_squared(*b) < 0.99f) {
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/* Normalization failed, so fall back to basic orthonormals. */
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make_orthonormals(N, a, b);
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}
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else {
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*a = cross(*b, N);
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}
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}
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/* sample direction with cosine weighted distributed in hemisphere */
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ccl_device_inline void sample_cos_hemisphere(const float3 N,
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const float2 rand_in,
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ccl_private float3 *wo,
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ccl_private float *pdf)
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{
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const float2 rand = sample_uniform_disk(rand_in);
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const float costheta = safe_sqrtf(1.0f - len_squared(rand));
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float3 T;
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float3 B;
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make_orthonormals(N, &T, &B);
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*wo = rand.x * T + rand.y * B + costheta * N;
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*pdf = costheta * M_1_PI_F;
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}
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ccl_device_inline float pdf_cos_hemisphere(const float3 N, const float3 D)
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{
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const float cos_theta = dot(N, D);
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return cos_theta > 0 ? cos_theta * M_1_PI_F : 0.0f;
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}
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/* sample direction uniformly distributed in hemisphere */
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ccl_device_inline void sample_uniform_hemisphere(const float3 N,
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const float2 rand,
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ccl_private float3 *wo,
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ccl_private float *pdf)
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{
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float2 xy = sample_uniform_disk(rand);
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const float z = 1.0f - len_squared(xy);
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xy *= safe_sqrtf(z + 1.0f);
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float3 T;
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float3 B;
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make_orthonormals(N, &T, &B);
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*wo = xy.x * T + xy.y * B + z * N;
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*pdf = M_1_2PI_F;
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}
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ccl_device_inline float pdf_uniform_cone(const float3 N, const float3 D, const float angle)
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{
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const float z = precise_angle(N, D);
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if (z < angle) {
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return M_1_2PI_F / one_minus_cos(angle);
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}
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return 0.0f;
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}
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/* Uniformly sample a direction in a cone of given angle around `N`. Use concentric mapping to
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* better preserve stratification. Return the angle between `N` and the sampled direction as
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* `cos_theta`.
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* Pass `1 - cos(angle)` as argument instead of `angle` to alleviate precision issues at small
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* angles (see sphere light for reference). */
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ccl_device_inline float3 sample_uniform_cone(const float3 N,
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const float one_minus_cos_angle,
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const float2 rand,
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ccl_private float *cos_theta,
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ccl_private float *pdf)
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{
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if (one_minus_cos_angle > 0) {
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/* Remap radius to get a uniform distribution w.r.t. solid angle on the cone.
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* The logic to derive this mapping is as follows:
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*
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* Sampling a cone is comparable to sampling the hemisphere, we just restrict theta. Therefore,
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* the same trick of first sampling the unit disk and the projecting the result up towards the
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* hemisphere by calculating the appropriate z coordinate still works.
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*
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* However, by itself this results in cosine-weighted hemisphere sampling, so we need some kind
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* of remapping. Cosine-weighted hemisphere and uniform cone sampling have the same conditional
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* PDF for phi (both are constant), so we only need to think about theta, which corresponds
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* directly to the radius.
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*
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* To find this mapping, we consider the simplest sampling strategies for cosine-weighted
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* hemispheres and uniform cones. In both, phi is chosen as `2pi * random()`. For the former,
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* `r_disk(rand) = sqrt(rand)`. This is just naive disk sampling, since the projection to the
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* hemisphere doesn't change the radius.
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* For the latter, `r_cone(rand) = sin_from_cos(mix(cos_angle, 1, rand))`.
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*
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* So, to remap, we just invert r_disk `(-> rand(r_disk) = r_disk^2)` and insert it into
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* r_cone: `r_cone(r_disk) = r_cone(rand(r_disk)) = sin_from_cos(mix(cos_angle, 1, r_disk^2))`.
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* In practice, we need to replace `rand` with `1 - rand` to preserve the stratification,
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* but since it's uniform, that's fine. */
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float2 xy = sample_uniform_disk(rand);
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const float r2 = len_squared(xy);
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/* Equivalent to `mix(cos_angle, 1.0f, 1.0f - r2)`. */
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*cos_theta = 1.0f - r2 * one_minus_cos_angle;
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/* Remap disk radius to cone radius, equivalent to `xy *= sin_theta / sqrt(r2)`. */
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xy *= safe_sqrtf(one_minus_cos_angle * (2.0f - one_minus_cos_angle * r2));
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*pdf = M_1_2PI_F / one_minus_cos_angle;
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float3 T;
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float3 B;
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make_orthonormals(N, &T, &B);
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return xy.x * T + xy.y * B + *cos_theta * N;
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}
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*cos_theta = 1.0f;
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*pdf = 1.0f;
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return N;
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}
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/* sample uniform point on the surface of a sphere */
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ccl_device float3 sample_uniform_sphere(const float2 rand)
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{
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const float z = 1.0f - 2.0f * rand.x;
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const float r = sin_from_cos(z);
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const float phi = M_2PI_F * rand.y;
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return make_float3(polar_to_cartesian(r, phi), z);
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}
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/* sample point in unit polygon with given number of corners and rotation */
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ccl_device float2 regular_polygon_sample(const float corners, float rotation, const float2 rand)
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{
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float u = rand.x;
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float v = rand.y;
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/* sample corner number and reuse u */
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const float corner = floorf(u * corners);
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u = u * corners - corner;
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/* uniform sampled triangle weights */
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u = sqrtf(u);
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v = v * u;
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u = 1.0f - u;
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/* point in triangle */
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const float angle = M_PI_F / corners;
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const float2 p = make_float2((u + v) * cosf(angle), (u - v) * sinf(angle));
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/* rotate */
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rotation += corner * 2.0f * angle;
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const float cr = cosf(rotation);
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const float sr = sinf(rotation);
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return make_float2(cr * p.x - sr * p.y, sr * p.x + cr * p.y);
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}
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/* Generate random variable x following geometric distribution p(x) = r * (1 - r)^x, 0 <= p <= 1.
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* Also compute the probability mass function pmf.
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* The sampled order is truncated at `cut_off`. */
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ccl_device_inline int sample_geometric_distribution(const float rand,
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const float r,
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ccl_private float &pmf,
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const int cut_off = INT_MAX)
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{
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const int n = min(int(floorf(logf(rand) / logf(1.0f - r))), cut_off);
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pmf = (n == cut_off) ? powf(1.0f - r, n) : r * powf(1.0f - r, n);
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return n;
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}
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/* Generate random variable x following exponential distribution p(x) = lambda * exp(-lambda * x),
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* where lambda > 0 is the rate parameter. */
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ccl_device_inline float sample_exponential_distribution(const float rand, const float lambda)
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{
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return -logf(1.0f - rand) / lambda;
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}
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/* Generate random variable x following bounded exponential distribution
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* p(x) = lambda * exp(-lambda * x) / (exp(-lambda * t.min) - exp(-lambda * t.max)),
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* where lambda > 0 is the rate parameter.
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* The generated sample lies in (t.min, t.max). */
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ccl_device_inline float sample_exponential_distribution(const float rand,
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const float lambda,
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const Interval<float> t)
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{
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const float attenuation = 1.0f - expf(lambda * (t.min - t.max));
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return clamp(t.min - logf(1.0f - rand * attenuation) / lambda, t.min, t.max);
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}
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ccl_device_inline Spectrum pdf_exponential_distribution(const float x,
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const Spectrum lambda,
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const Interval<float> t)
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{
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const Spectrum attenuation = exp(-lambda * t.min) - exp(-lambda * t.max);
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return safe_divide(lambda * exp(-lambda * clamp(x, t.min, t.max)), attenuation);
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}
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CCL_NAMESPACE_END
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