library: render: scene: add hemisphere sampling
This method takes a given normal, and computes a random ray in the unit-hemisphere described by that normal. We use cosine-weighted importance sampling because it leads to better convergence and is a nice micro-optimisation (from four trigonometric operations to only two).
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@ -1,5 +1,7 @@
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use crate::Vector;
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use crate::Vector;
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use nalgebra::Unit;
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use nalgebra::Unit;
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use rand::prelude::thread_rng;
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use rand::Rng;
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pub fn reflected(incident: Unit<Vector>, normal: Unit<Vector>) -> Unit<Vector> {
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pub fn reflected(incident: Unit<Vector>, normal: Unit<Vector>) -> Unit<Vector> {
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let proj = incident.dot(&normal);
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let proj = incident.dot(&normal);
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@ -65,3 +67,58 @@ impl RefractionInfo {
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std::mem::swap(&mut self.old_index, &mut self.new_index)
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std::mem::swap(&mut self.old_index, &mut self.new_index)
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}
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}
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}
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}
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/// Returns a random ray in the hemisphere described by a normal unit-vector, and the probability
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/// to have picked that direction.
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#[allow(unused)] // FIXME: remove once used
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pub fn sample_hemisphere(normal: Vector) -> (Vector, f32) {
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let mut rng = thread_rng();
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let azimuth = rng.gen::<f32>() * std::f32::consts::PI * 2.;
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// Cosine weighted importance sampling
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let cos_elevation: f32 = rng.gen();
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let sin_elevation = f32::sqrt(1. - cos_elevation * cos_elevation);
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let x = sin_elevation * azimuth.cos();
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let y = cos_elevation;
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let z = sin_elevation * azimuth.sin();
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// Calculate orthonormal base, defined by (normalb_b, normal, normal_t)
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// Pay attention to degenerate cases when (y, z) is small for use with cross product
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let normal_t = if normal.x.abs() > normal.y.abs() {
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Vector::new(normal.z, 0., -normal.x).normalize()
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} else {
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Vector::new(0., -normal.z, normal.y).normalize()
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};
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let normal_b = normal.cross(&normal_t);
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// Perform the matrix calculation by hand...
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let scattered = Vector::new(
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x * normal_b.x + y * normal.x + z * normal_t.x,
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x * normal_b.y + y * normal.y + z * normal_t.y,
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x * normal_b.z + y * normal.z + z * normal_t.z,
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);
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// The probability to have picked the ray is inversely proportional to cosine of the angle with
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// the normal
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(scattered, 1. / scattered.dot(&normal))
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[test]
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fn sample_hemisphere_work() {
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// NOTE(Bruno): should use some test-case generation for failure-reproduction purposes...
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let mut rng = thread_rng();
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for _ in 0..100 {
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let normal = Vector::new(rng.gen(), rng.gen(), rng.gen());
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for _ in 0..100 {
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let (sample, proportion) = sample_hemisphere(normal);
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let cos_angle = normal.dot(&sample);
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assert!(cos_angle >= 0.);
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assert!(1. / cos_angle - proportion < std::f32::EPSILON);
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}
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}
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}
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}
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