From 43147f3c5c58d47dbd30c64003133ba78bdf40ce Mon Sep 17 00:00:00 2001 From: Dzmitry Malyshau Date: Thu, 17 Oct 2024 23:46:39 -0700 Subject: [PATCH] Take texel shape into account for sample environment map --- blade-helpers/src/lib.rs | 2 +- blade-render/code/env-importance.inc.wgsl | 9 ++++++++- blade-render/code/ray-trace.wgsl | 7 +++++-- 3 files changed, 14 insertions(+), 4 deletions(-) diff --git a/blade-helpers/src/lib.rs b/blade-helpers/src/lib.rs index e8872ec2..c78124a5 100644 --- a/blade-helpers/src/lib.rs +++ b/blade-helpers/src/lib.rs @@ -10,7 +10,7 @@ pub use hud::{populate_debug_selection, ExposeHud}; pub fn default_ray_config() -> blade_render::RayConfig { blade_render::RayConfig { num_environment_samples: 1, - environment_importance_sampling: false, + environment_importance_sampling: true, tap_count: 2, tap_radius: 20, tap_confidence_near: 15, diff --git a/blade-render/code/env-importance.inc.wgsl b/blade-render/code/env-importance.inc.wgsl index 43421fce..7c98413f 100644 --- a/blade-render/code/env-importance.inc.wgsl +++ b/blade-render/code/env-importance.inc.wgsl @@ -5,9 +5,16 @@ struct EnvImportantSample { pdf: f32, } +// Returns the range of values proportional to the area, given the texel Y +fn compute_latitude_area_bounds(texel_y: i32, dim: u32) -> vec2 { + return cos(vec2(vec2(texel_y, texel_y + 1)) / f32(dim) * PI); +} + fn compute_texel_solid_angle(itc: vec2, dim: vec2) -> f32 { + //Note: this has to agree with `map_equirect_uv_to_dir` let meridian_solid_angle = 4.0 * PI / f32(dim.x); - let meridian_part = 0.5 * (cos(PI * f32(itc.y) / f32(dim.y)) - cos(PI * f32(itc.y + 1) / f32(dim.y))); + let bounds = compute_latitude_area_bounds(itc.y, dim.y); + let meridian_part = 0.5 * (bounds.x - bounds.y); return meridian_solid_angle * meridian_part; } diff --git a/blade-render/code/ray-trace.wgsl b/blade-render/code/ray-trace.wgsl index 24132ea4..df4c3351 100644 --- a/blade-render/code/ray-trace.wgsl +++ b/blade-render/code/ray-trace.wgsl @@ -201,8 +201,11 @@ fn sample_light_from_environment(rng: ptr) -> LightSample // sample the incoming radiance ls.radiance = textureLoad(env_map, es.pixel, 0).xyz; // for determining direction - offset randomly within the texel - // Note: this only works if the texels are sufficiently small - ls.uv = (vec2(es.pixel) + vec2(random_gen(rng), random_gen(rng))) / vec2(dim); + // this offset has to be uniformly distributed across the surface of the texel + let u = (f32(es.pixel.x) + random_gen(rng)) / f32(dim.x); + let bounds = compute_latitude_area_bounds(es.pixel.y, dim.y); + let v = acos(mix(bounds.x, bounds.y, random_gen(rng))) / PI; + ls.uv = vec2(u, v); return ls; }