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environment.rs
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environment.rs
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use crate::prelude::*;
use crate::texture::EvalAt;
use crate::world::importance_map::ImportanceMap;
use std::ops::Mul;
#[derive(Clone, Debug)]
pub enum EnvironmentMap {
Constant {
color: CurveWithCDF,
strength: f32,
},
Sun {
color: CurveWithCDF,
strength: f32,
angular_diameter: f32,
sun_direction: Vec3,
},
// proposal: generate importance maps for each CurveWithCDF associated with the HDR texture.
// select importance map and Curve randomly based on max luminance,
// i.e. if there's a texture with a low max luminance compared to other env textures, it should not be selected for importance sampling very often.
HDR {
texture: TexStack,
importance_map: ImportanceMap,
rotation: Transform3,
strength: f32,
},
}
impl EnvironmentMap {
// pub const fn new(color: Curve, strength: f32) -> Self {
// EnvironmentMap { color, strength }
// }
// currently unused
// sample the spectral distribution at a env map UV
// used when a camera ray hits an environment map without ever having been assigned a wavelength.
// would happen when a camera ray hits an env map without bouncing on anything wavelength dependent
// assuming that the wavelength shouldn't have already been sampled based on the camera's spectral sensitivity
// pub fn _sample_spd(
// &self,
// _uv: UV,
// wavelength_range: Bounds1D,
// wavelength_sample: Sample1D,
// ) -> Option<(SingleWavelength, PDF)> {
// // later use uv for texture accessing
// let (mut sw, pdf) = self
// .color
// .sample_power_and_pdf(wavelength_range, wavelength_sample);
// sw.energy *= self.strength;
// Some((sw, pdf))
// }
// evaluate env map given a uv and wavelength
// used when a camera ray with a given wavelength intersects the environment map
pub fn emission<T>(&self, uv: UV, lambda: T) -> T
where
CurveWithCDF: SpectralPowerDistributionFunction<T>,
TexStack: EvalAt<T>,
T: Field + Mul<f32, Output = T>,
{
// how to express trait bounds for this?
// CurveWithCDF needs to implement SPDF, which it does for f32 and f32x4.
// evaluate emission at uv coordinate and wavelength
match self {
EnvironmentMap::Constant { color, strength } => {
color.evaluate_power(lambda) * *strength
}
EnvironmentMap::Sun {
color,
strength,
angular_diameter,
sun_direction,
} => {
let direction = uv_to_direction(uv.into());
let cos = *sun_direction * direction;
let sin = (1.0 - cos * cos).sqrt();
if sin.abs() < (*angular_diameter / 2.0).sin() && cos > 0.0 {
// within solid angle
color.evaluate_power(lambda) * *strength
} else {
T::ZERO
}
}
EnvironmentMap::HDR {
texture,
rotation,
strength,
..
} => {
let direction = uv_to_direction(uv.into());
// use to_local to transform ray direction to "uv space"
let new_direction = rotation.to_local(direction);
let uv = direction_to_uv(new_direction).into();
texture.eval_at(lambda, uv) * *strength
}
}
}
pub fn sample_emission(
&self,
world_radius: f32,
world_center: Point3,
position_sample: Sample2D,
direction_sample: Sample2D,
wavelength_range: Bounds1D,
wavelength_sample: Sample1D,
) -> (
Ray,
SingleWavelength,
PDF<f32, SolidAngle>,
PDF<f32, Uniform01>,
) {
// sample env map cdf to get light ray, based on env map strength
match self {
EnvironmentMap::Constant { color, strength } => {
let (mut sw, pdf) = color.sample_power_and_pdf(wavelength_range, wavelength_sample);
sw.energy *= *strength;
let random_direction = random_on_unit_sphere(direction_sample);
let frame = TangentFrame::from_normal(random_direction);
let random_on_normal_disk = world_radius * random_in_unit_disk(position_sample);
let point = world_center
+ -random_direction * world_radius
+ frame.to_world(&random_on_normal_disk);
(
Ray::new(point, random_direction),
sw,
// pdf * 1.0 / (4.0 * PI), // solid angle pdf w/ wavelength sample incorporated
PDF::from(1.0 / (4.0 * PI)), // solid angle pdf
pdf, // wavelength pdf
)
}
EnvironmentMap::Sun {
color,
strength,
angular_diameter: _,
sun_direction: _,
} => {
let (mut sw, wavelength_pdf) =
color.sample_power_and_pdf(wavelength_range, wavelength_sample);
sw.energy *= *strength;
let (uv, directional_pdf) =
self.sample_env_uv_given_wavelength(direction_sample, sw.lambda);
let direction = uv_to_direction(uv.into());
let frame = TangentFrame::from_normal(direction);
let random_on_normal_disk = world_radius * random_in_unit_disk(position_sample);
let point = world_center
+ direction * world_radius
+ frame.to_world(&random_on_normal_disk);
(
Ray::new(point, -direction),
sw,
directional_pdf,
wavelength_pdf,
)
}
EnvironmentMap::HDR {
// rotation is already taken into account when calling sample_env_uv, so ignore it
// importance map as well
texture,
strength,
rotation: _,
..
} => {
// let (mut sw, wavelength_pdf) =
// color.sample_power_and_pdf(wavelength_range, wavelength_sample);
// sw.energy *= *strength;
let (uv, directional_pdf) = self.sample_env_uv(direction_sample);
let (mut sw, wavelength_pdf) = (
SingleWavelength::new_from_range(wavelength_sample.x, wavelength_range),
// 1.0 / wavelength_range.span(),
1.0,
);
sw.energy = texture.eval_at(sw.lambda, uv) * strength;
// NOTE: sample_env_uv already translates uv through `rotation`, so don't do it again here.
let direction = uv_to_direction(uv.into());
let frame = TangentFrame::from_normal(direction);
let random_on_normal_disk = world_radius * random_in_unit_disk(position_sample);
let point = world_center
+ direction * world_radius
+ frame.to_world(&random_on_normal_disk);
// reverse direction because `direction` points from the origin to the point on the environment, so `-direction` points from the environment onto the scene
(
Ray::new(point, -direction),
sw,
directional_pdf,
wavelength_pdf.into(),
)
}
}
}
pub fn pdf_for(&self, uv: UV) -> PDF<f32, SolidAngle> {
// pdf is solid angle pdf, since projected solid angle doesn't apply to environments.
match self {
EnvironmentMap::Constant { .. } => (4.0 * PI).recip().into(),
EnvironmentMap::Sun {
angular_diameter,
sun_direction,
..
} => {
// TODO: verify this pdf integrates to one over the sphere
let direction = uv_to_direction(uv.into());
let cos = *sun_direction * direction;
let sin = (1.0 - cos * cos).sqrt();
if sin.abs() < (*angular_diameter / 2.0).sin() && cos > 0.0 {
// within solid angle
PDF::from(1.0 / (2.0 * PI * (1.0 - angular_diameter.cos())))
} else {
0.0.into()
}
}
EnvironmentMap::HDR {
rotation,
importance_map,
..
} => {
if let ImportanceMap::Baked {
data, marginal_cdf, ..
} = importance_map
{
let direction = uv_to_direction(uv.into());
let new_direction = rotation.to_local(direction);
let uv = direction_to_uv(new_direction);
// pdf returned from this branch of this function currently is not a pdf wrt solid angle,
// but rather is a pdf wrt uv space [0,1) x [0,1). need to use jacobian to convert to solid angle.
// theta(u, v) = (u - 0.5) * 2 * pi
// phi(u, v) = pi * v
// jacobian determinant is
// [ 2pi , 0
// 0, pi ] = 2pi^2
// jacobian determinant from theta, phi to solid angle is just sin(phi)
// thus the combined jacobian from uv to solid angle is 2pi^2 * sin(pi * v)
PDF::from(
marginal_cdf.evaluate_power(uv.0)
* data[(uv.0.clamp(0.0, 1.0 - f32::EPSILON) * data.len() as f32)
as usize]
.evaluate_power(uv.1)
* (2.0 * PI * PI * (PI * uv.1).sin() + 0.001)
+ 0.001,
)
} else {
PDF::from((4.0 * PI).recip())
}
}
}
}
pub fn sample_direction_given_wavelength(
&self,
sample: Sample2D,
lambda: f32,
) -> (Vec3, PDF<f32, SolidAngle>) {
let (uv, pdf) = self.sample_env_uv_given_wavelength(sample, lambda);
let direction = uv_to_direction(uv.into());
(direction, pdf)
}
pub fn sample_direction_and_wavelength(
&self,
_sample: Sample2D,
_wavelength_range: Bounds1D,
_wavelength_sample: Sample1D,
) -> (Vec3, PDF<f32, SolidAngle>) {
// TODO
todo!()
}
// sample env UV given a wavelength, based on env CDF for a specific wavelength. might be hard to evaluate, or nearly impossible.
// would be used when sampling the environment from an eye path, such as in PT or BDPT, given a wavelength
pub fn sample_env_uv_given_wavelength<T>(
&self,
sample: Sample2D,
_lambda: T,
) -> (UV, PDF<f32, SolidAngle>)
where
CurveWithCDF: SpectralPowerDistributionFunction<T>,
TexStack: EvalAt<T>,
T: Field + Mul<f32, Output = T>,
{
match self {
EnvironmentMap::Constant { .. } => self.sample_env_uv(sample),
EnvironmentMap::Sun { .. } => self.sample_env_uv(sample),
EnvironmentMap::HDR { .. } => self.sample_env_uv(sample),
}
// however because that's unimplemented for now, lets just return `sample_env_uv`
}
// sample env UV, based on env luminosity CDF (w/o prescribed wavelength)
pub fn sample_env_uv(&self, sample: Sample2D) -> (UV, PDF<f32, SolidAngle>) {
// samples env CDF to find bright luminosity spikes. returns UV of those spots.
// CDF for this situation can be stored as the Y values of the XYZ representation, as a greyscale image potentially.
// consider summed area table as well.
match self {
EnvironmentMap::Constant { .. } => {
(UV(sample.x, sample.y), PDF::from(1.0 / (4.0 * PI)))
}
EnvironmentMap::Sun {
angular_diameter,
sun_direction,
..
} => {
let local_wo =
Vec3::Z + (*angular_diameter / 2.0).sin() * random_in_unit_disk(sample);
let sun_direction = *sun_direction;
let frame = TangentFrame::from_normal(sun_direction);
let direction = frame.to_world(&local_wo);
(
direction_to_uv(direction.normalized()).into(),
PDF::from(1.0 / (2.0 * PI * (1.0 - angular_diameter.cos()))),
// 1.0.into()
)
}
EnvironmentMap::HDR {
rotation,
importance_map,
..
} => {
if let ImportanceMap::Baked { .. } = importance_map {
// inverse transform sample the vertical cdf
let (uv, pdf) = importance_map.sample_uv(sample);
let (row_pdf, column_pdf) = pdf;
let local_wo = uv_to_direction(uv.into());
let new_wo = rotation.to_world(local_wo);
let uv = direction_to_uv(new_wo).into();
(
uv,
PDF::from(
*row_pdf * *column_pdf * (2.0 * PI * PI * (PI * uv.1).sin() + 0.001)
+ 0.001,
),
)
// ((sample.x, sample.y), PDF::from(1.0 / (4.0 * PI)))
} else {
(UV(sample.x, sample.y), PDF::from(1.0 / (4.0 * PI)))
}
}
}
}
}
#[cfg(test)]
mod test {
use math::spectral::BOUNDED_VISIBLE_RANGE;
use super::*;
use crate::curves;
#[test]
fn test_sample_emission() {
let env_map = EnvironmentMap::Constant {
color: curves::blackbody_curve(5500.0, 40.0).to_cdf(BOUNDED_VISIBLE_RANGE, 100),
strength: 1.0,
};
let (ray, sw, pdf, _lambda_pdf) = env_map.sample_emission(
1.0,
Point3::ORIGIN,
Sample2D::new_random_sample(),
Sample2D::new_random_sample(),
BOUNDED_VISIBLE_RANGE,
Sample1D::new_random_sample(),
);
println!("{:?} {:?} {:?}", ray, sw, pdf);
let Ray {
origin,
direction,
time: _,
tmax: _,
} = ray;
let dir_toward_world_origin = Point3::ORIGIN - origin;
let dot = dir_toward_world_origin * direction;
println!("{}", dot);
}
#[test]
fn test_sample_emission_sun() {
let env_map = EnvironmentMap::Sun {
color: curves::blackbody_curve(5500.0, 40.0).to_cdf(BOUNDED_VISIBLE_RANGE, 100),
strength: 1.0,
angular_diameter: 0.1,
sun_direction: Vec3::Z,
};
let (ray, sw, pdf, _lambda_pdf) = env_map.sample_emission(
1.0,
Point3::ORIGIN,
Sample2D::new_random_sample(),
Sample2D::new_random_sample(),
BOUNDED_VISIBLE_RANGE,
Sample1D::new_random_sample(),
);
println!("{:?} {:?} {:?}", ray, sw, pdf);
let Ray {
origin,
direction,
time: _,
tmax: _,
} = ray;
let dir_toward_world_origin = Point3::ORIGIN - origin;
let dot = dir_toward_world_origin * direction;
println!("{}", dot);
}
#[test]
fn test_sample_env_map() {
let env_map = EnvironmentMap::Sun {
color: curves::blackbody_curve(5500.0, 40.0).to_cdf(BOUNDED_VISIBLE_RANGE, 100),
strength: 1.0,
angular_diameter: 0.1,
sun_direction: Vec3::Z,
};
env_map.sample_direction_given_wavelength(Sample2D::new_random_sample(), 500.0);
}
}