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162 行
7.2 KiB
162 行
7.2 KiB
// Given a cube map (passed as a 2D array), builds CDFs of two distributions:
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// 1. 1D texture with marginal densities, telling us the likelihood of selecting a particular row,
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// 2. 2D texture with conditional densities, which correspond to the PDF of the texel given its row.
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// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
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// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
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#include "../../ShaderVariables.hlsl"
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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/* --- Input --- */
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#define TEXTURE_HEIGHT 256 // Equiareal texture map: cos(theta) = 1.0 - 2.0 * v
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#define TEXTURE_WIDTH 2 * TEXTURE_HEIGHT // Equiareal texture map: phi = TWO_PI * (1.0 - u)
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TEXTURECUBE(envMap); // Input cubemap
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/* --- Output --- */
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RWTexture2D<float> marginalRowDensities; // [(TEXTURE_HEIGHT + 1) x 1] (+ 1 for the image integral)
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RWTexture2D<float> conditionalDensities; // [TEXTURE_WIDTH x TEXTURE_HEIGHT]
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/* --- Implementation --- */
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// Creates an access pattern which avoids shared memory bank conflicts.
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#define NUM_BANKS 32
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#define SHARED_MEM(x) ((x) + (x) / NUM_BANKS)
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// Performs a block-level parallel scan.
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// Ref: GPU Gems 3, Chapter 39: "Parallel Prefix Sum (Scan) with CUDA".
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#define PARALLEL_SCAN(i, n, temp, sum) \
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{ \
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uint offset; \
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\
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/* Execute the up-sweep phase. */ \
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for (offset = 1; offset <= n / 2; offset *= 2) \
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{ \
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GroupMemoryBarrierWithGroupSync(); \
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\
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/*** a1 = (2 * i + 1) * offset - 1 */ \
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uint a1 = Mad24(Mad24(2, i, 1), offset, -1); \
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uint a2 = a1 + offset; \
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\
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if (a2 < n) \
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{ \
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temp[SHARED_MEM(a2)] += temp[SHARED_MEM(a1)]; \
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} \
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} \
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\
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GroupMemoryBarrierWithGroupSync(); \
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\
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/* Prevent NaNs arising from the division of 0 by 0. */ \
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sum = max(temp[SHARED_MEM(n - 1)], FLT_EPS); \
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\
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GroupMemoryBarrierWithGroupSync(); \
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\
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/* The exclusive scan requires the last element to be 0. */ \
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if (i == 0) \
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{ \
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temp[SHARED_MEM(n - 1)] = 0.0; \
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} \
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\
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/* Execute the down-sweep phase. */ \
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for (offset = n / 2; offset > 0; offset /= 2) \
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{ \
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GroupMemoryBarrierWithGroupSync(); \
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\
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/*** a1 = (2 * i + 1) * offset - 1 */ \
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uint a1 = Mad24(Mad24(2, i, 1), offset, -1); \
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uint a2 = a1 + offset; \
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\
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if (a2 < n) \
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{ \
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float t1 = temp[SHARED_MEM(a1)]; \
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temp[SHARED_MEM(a1)] = temp[SHARED_MEM(a2)]; \
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temp[SHARED_MEM(a2)] += t1; \
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} \
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} \
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\
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GroupMemoryBarrierWithGroupSync(); \
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}
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#pragma kernel ComputeConditionalDensities
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groupshared float rowVals[SHARED_MEM(TEXTURE_WIDTH)];
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[numthreads(TEXTURE_WIDTH / 2, 1, 1)]
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void ComputeConditionalDensities(uint3 groupId : SV_GroupID,
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uint3 groupThreadId : SV_GroupThreadID)
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{
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// There are TEXTURE_HEIGHT thread groups processing 2 texels per thread.
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const uint n = TEXTURE_WIDTH;
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const uint i = groupThreadId.x;
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const uint j = groupId.x;
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const uint i1 = i;
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const uint i2 = i + n / 2;
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float w = TEXTURE_WIDTH;
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float h = TEXTURE_HEIGHT;
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float u1 = i1 / w + 0.5 / w;
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float u2 = i2 / w + 0.5 / w;
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float v = j / h + 0.5 / h;
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float3 L1 = ConvertEquiarealToCubemap(u1, v);
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float3 L2 = ConvertEquiarealToCubemap(u2, v);
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float3 c1 = SAMPLE_TEXTURECUBE_LOD(envMap, s_linear_clamp_sampler, L1, 0).rgb;
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float3 c2 = SAMPLE_TEXTURECUBE_LOD(envMap, s_linear_clamp_sampler, L2, 0).rgb;
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// Compute the integral of the step function (row values).
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// TODO: process 4 texels per thread, and manually unroll.
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rowVals[SHARED_MEM(i1)] = c1.r + c1.g + c1.b;
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rowVals[SHARED_MEM(i2)] = c2.r + c2.g + c2.b;
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float rowValSum;
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PARALLEL_SCAN(i, n, rowVals, rowValSum)
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// Compute the CDF. Note: the value at (i = n) is implicitly 1.
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conditionalDensities[uint2(i1, j)] = rowVals[SHARED_MEM(i1)] / rowValSum;
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conditionalDensities[uint2(i2, j)] = rowVals[SHARED_MEM(i2)] / rowValSum;
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if (i == 0)
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{
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float rowIntegralValue = rowValSum / n;
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marginalRowDensities[uint2(j, 0)] = rowIntegralValue;
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}
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}
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#pragma kernel ComputeMarginalRowDensities
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groupshared float rowInts[SHARED_MEM(TEXTURE_HEIGHT)];
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[numthreads(TEXTURE_HEIGHT / 2, 1, 1)]
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void ComputeMarginalRowDensities(uint3 groupThreadId : SV_GroupThreadID)
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{
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// There is only one thread group processing 2 texels per thread.
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const uint n = TEXTURE_HEIGHT;
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const uint i = groupThreadId.x;
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const uint i1 = i;
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const uint i2 = i + n / 2;
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// Compute the integral of the step function (row integrals).
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// TODO: process 4 texels per thread, and manually unroll.
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rowInts[SHARED_MEM(i1)] = marginalRowDensities[uint2(i1, 0)];
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rowInts[SHARED_MEM(i2)] = marginalRowDensities[uint2(i2, 0)];
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float rowIntSum;
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PARALLEL_SCAN(i, n, rowInts, rowIntSum)
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// Compute the CDF. Note: the value at (i = n) is implicitly 1.
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marginalRowDensities[uint2(i1, 0)] = rowInts[SHARED_MEM(i1)] / rowIntSum;
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marginalRowDensities[uint2(i2, 0)] = rowInts[SHARED_MEM(i2)] / rowIntSum;
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if (i == 0)
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{
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float imgIntegralValue = rowIntSum / n;
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marginalRowDensities[uint2(n, 0)] = imgIntegralValue;
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}
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}
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