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183 行
6.8 KiB
183 行
6.8 KiB
using System;
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using System.Runtime.CompilerServices;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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namespace UnityEngine.Perception.Randomization.Samplers
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{
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/// <summary>
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/// A set of utility functions for defining sampler interfaces
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/// </summary>
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public static class SamplerUtility
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{
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internal const uint largePrime = 0x202A96CF;
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const int k_SamplingBatchSize = 64;
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/// <summary>
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/// Returns the sampler's display name
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/// </summary>
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/// <param name="samplerType">The sampler type</param>
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/// <returns>The display name</returns>
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public static string GetSamplerDisplayName(Type samplerType)
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{
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return samplerType.Name.Replace("Sampler", string.Empty);
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}
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/// <summary>
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/// Non-deterministically generates a random seed
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/// </summary>
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/// <returns>A non-deterministically generated random seed</returns>
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public static uint GenerateRandomSeed()
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{
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return (uint)Random.Range(1, uint.MaxValue);
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}
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/// <summary>
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/// Generates new a new random state by deterministically combining a base seed and an iteration index
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/// </summary>
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/// <param name="index">Usually the current scenario iteration or framesSinceInitialization</param>
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/// <param name="baseSeed">The seed to be offset</param>
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/// <returns>A new random state</returns>
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public static uint IterateSeed(uint index, uint baseSeed)
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{
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return ShuffleSeed(index + 1) * baseSeed;
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}
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/// <summary>
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/// Returns a shuffled a seed value
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static uint ShuffleSeed(uint seed)
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{
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seed ^= seed << 13;
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seed ^= seed >> 17;
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seed ^= seed << 5;
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return seed;
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}
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/// <summary>
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/// Schedules a multi-threaded job to generate an array of samples
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/// </summary>
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/// <param name="sampler">The sampler to generate samples from</param>
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/// <param name="sampleCount">The number of samples to generate</param>
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/// <param name="jobHandle">The handle of the scheduled job</param>
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/// <typeparam name="T">The type of sampler to sample</typeparam>
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/// <returns>A NativeArray of generated samples</returns>
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public static NativeArray<float> GenerateSamples<T>(
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T sampler, int sampleCount, out JobHandle jobHandle) where T : struct, ISampler
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{
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var samples = new NativeArray<float>(
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sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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jobHandle = new SampleJob<T>
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{
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sampler = sampler,
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samples = samples
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}.ScheduleBatch(sampleCount, k_SamplingBatchSize);
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return samples;
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}
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[BurstCompile]
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struct SampleJob<T> : IJobParallelForBatch where T : ISampler
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{
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public T sampler;
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public NativeArray<float> samples;
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public void Execute(int startIndex, int count)
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{
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var endIndex = startIndex + count;
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var batchIndex = startIndex / k_SamplingBatchSize;
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sampler.IterateState(batchIndex);
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for (var i = startIndex; i < endIndex; i++)
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samples[i] = sampler.Sample();
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}
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}
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/// <summary>
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/// Source: https://www.johndcook.com/blog/csharp_phi/
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/// </summary>
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static float NormalCdf(float x)
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{
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const float a1 = 0.254829592f;
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const float a2 = -0.284496736f;
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const float a3 = 1.421413741f;
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const float a4 = -1.453152027f;
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const float a5 = 1.061405429f;
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const float p = 0.3275911f;
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var sign = 1;
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if (x < 0)
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sign = -1;
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x = math.abs(x) / math.sqrt(2.0f);
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var t = 1.0f / (1.0f + p*x);
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var y = 1.0f - (((((a5*t + a4)*t) + a3)*t + a2)*t + a1)*t * math.exp(-x*x);
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return 0.5f * (1.0f + sign*y);
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}
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/// <summary>
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/// Source: https://www.johndcook.com/blog/csharp_phi_inverse/
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/// </summary>
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static float RationalApproximation(float t)
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{
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const float c0 = 2.515517f;
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const float c1 = 0.802853f;
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const float c2 = 0.010328f;
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const float d0 = 1.432788f;
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const float d1 = 0.189269f;
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const float d2 = 0.001308f;
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return t - ((c2*t + c1)*t + c0) / (((d2*t + d1)*t + d0)*t + 1.0f);
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}
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/// <summary>
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/// Source: https://www.johndcook.com/blog/csharp_phi_inverse/
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/// Note: generates NaN values for values 0 and 1
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/// </summary>
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/// <param name="uniformSample">A uniform sample value between the range (0, 1)</param>
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static float NormalCdfInverse(float uniformSample)
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{
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return uniformSample < 0.5f
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? -RationalApproximation(math.sqrt(-2.0f * math.log(uniformSample)))
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: RationalApproximation(math.sqrt(-2.0f * math.log(1.0f - uniformSample)));
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}
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/// <summary>
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/// Generates samples from a truncated normal distribution.
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/// Further reading about this distribution can be found here:
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/// https://en.wikipedia.org/wiki/Truncated_normal_distribution
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/// </summary>
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/// <param name="uniformSample">A sample value between 0 and 1 generated from a uniform distribution</param>
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/// <param name="min">The minimum possible value to generate</param>
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/// <param name="max">The maximum possible value to generate</param>
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/// <param name="mean">The mean of the normal distribution</param>
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/// <param name="stdDev">The standard deviation of the normal distribution</param>
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/// <returns>A value sampled from a truncated normal distribution</returns>
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/// <exception cref="ArgumentException"></exception>
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public static float TruncatedNormalSample(float uniformSample, float min, float max, float mean, float stdDev)
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{
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if (min > max)
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throw new ArgumentException("Invalid range");
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if (uniformSample == 0f)
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return min;
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if (uniformSample == 1f)
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return max;
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if (stdDev == 0f)
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return math.clamp(mean, min, max);
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var a = NormalCdf((min - mean) / stdDev);
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var b = NormalCdf((max - mean) / stdDev);
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var c = math.lerp(a, b, uniformSample);
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if (c == 0f)
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return max;
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if (c == 1f)
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return min;
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var stdTruncNorm = NormalCdfInverse(c);
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return stdTruncNorm * stdDev + mean;
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}
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}
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}
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