2011-04-27 11:58:34 +00:00
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/*
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* Parts adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __KERNEL_MONTECARLO_CL__
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#define __KERNEL_MONTECARLO_CL__
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CCL_NAMESPACE_BEGIN
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/// Given values x and y on [0,1], convert them in place to values on
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/// [-1,1] uniformly distributed over a unit sphere. This code is
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/// derived from Peter Shirley, "Realistic Ray Tracing", p. 103.
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__device void to_unit_disk(float *x, float *y)
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{
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float r, phi;
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float a = 2.0f * (*x) - 1.0f;
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float b = 2.0f * (*y) - 1.0f;
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if(a > -b) {
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if(a > b) {
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r = a;
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phi = M_PI_4_F *(b/a);
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} else {
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r = b;
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phi = M_PI_4_F *(2.0f - a/b);
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}
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} else {
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if(a < b) {
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r = -a;
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phi = M_PI_4_F *(4.0f + b/a);
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} else {
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r = -b;
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if(b != 0.0f)
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phi = M_PI_4_F *(6.0f - a/b);
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else
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phi = 0.0f;
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}
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}
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*x = r * cosf(phi);
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*y = r * sinf(phi);
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}
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__device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b)
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{
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*b = cross(N, T);
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*a = cross(*b, N);
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}
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__device_inline void sample_cos_hemisphere(const float3 N,
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float randu, float randv, float3 *omega_in, float *pdf)
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{
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// Default closure BSDF implementation: uniformly sample
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// cosine-weighted hemisphere above the point.
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to_unit_disk(&randu, &randv);
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float costheta = sqrtf(max(1.0f - randu * randu - randv * randv, 0.0f));
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float3 T, B;
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make_orthonormals(N, &T, &B);
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*omega_in = randu * T + randv * B + costheta * N;
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*pdf = costheta *M_1_PI_F;
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}
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__device_inline void sample_uniform_hemisphere(const float3 N,
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float randu, float randv,
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float3 *omega_in, float *pdf)
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{
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float z = randu;
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2012-05-05 19:44:35 +00:00
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float r = sqrtf(max(0.0f, 1.0f - z*z));
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float phi = 2.0f * M_PI_F * randv;
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2011-04-27 11:58:34 +00:00
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float x = r * cosf(phi);
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float y = r * sinf(phi);
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float3 T, B;
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make_orthonormals (N, &T, &B);
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*omega_in = x * T + y * B + z * N;
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*pdf = 0.5f * M_1_PI_F;
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}
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__device float3 sample_uniform_sphere(float u1, float u2)
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{
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2012-01-20 17:49:17 +00:00
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float z = 1.0f - 2.0f*u1;
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float r = sqrtf(fmaxf(0.0f, 1.0f - z*z));
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float phi = 2.0f*M_PI_F*u2;
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float x = r*cosf(phi);
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float y = r*sinf(phi);
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2011-04-27 11:58:34 +00:00
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2012-01-20 17:49:17 +00:00
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return make_float3(x, y, z);
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2011-04-27 11:58:34 +00:00
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}
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__device float power_heuristic(float a, float b)
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{
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return (a*a)/(a*a + b*b);
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}
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__device float2 concentric_sample_disk(float u1, float u2)
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{
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float r, theta;
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// Map uniform random numbers to $[-1,1]^2$
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float sx = 2 * u1 - 1;
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float sy = 2 * u2 - 1;
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// Map square to $(r,\theta)$
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// Handle degeneracy at the origin
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if(sx == 0.0f && sy == 0.0f) {
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return make_float2(0.0f, 0.0f);
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}
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if(sx >= -sy) {
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if(sx > sy) {
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// Handle first region of disk
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r = sx;
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if(sy > 0.0f) theta = sy/r;
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else theta = 8.0f + sy/r;
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}
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else {
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// Handle second region of disk
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r = sy;
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theta = 2.0f - sx/r;
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}
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}
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else {
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if(sx <= sy) {
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// Handle third region of disk
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r = -sx;
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theta = 4.0f - sy/r;
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}
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else {
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// Handle fourth region of disk
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r = -sy;
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theta = 6.0f + sx/r;
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}
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}
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theta *= M_PI_4_F;
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return make_float2(r * cosf(theta), r * sinf(theta));
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}
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2011-09-16 13:14:02 +00:00
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__device float2 regular_polygon_sample(float corners, float rotation, float u, float v)
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{
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/* sample corner number and reuse u */
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float corner = floorf(u*corners);
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u = u*corners - corner;
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/* uniform sampled triangle weights */
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u = sqrtf(u);
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v = v*u;
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u = 1.0f - u;
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/* point in triangle */
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float angle = M_PI_F/corners;
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float2 p = make_float2((u + v)*cosf(angle), (u - v)*sinf(angle));
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/* rotate */
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rotation += corner*2.0f*angle;
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float cr = cosf(rotation);
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float sr = sinf(rotation);
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return make_float2(cr*p.x - sr*p.y, sr*p.x + cr*p.y);
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}
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2012-02-28 16:44:54 +00:00
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/* Spherical coordinates <-> Cartesian direction */
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2011-04-27 11:58:34 +00:00
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__device float2 direction_to_spherical(float3 dir)
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{
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float theta = acosf(dir.z);
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float phi = atan2f(dir.x, dir.y);
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return make_float2(theta, phi);
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}
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__device float3 spherical_to_direction(float theta, float phi)
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{
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return make_float3(
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sinf(theta)*cosf(phi),
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sinf(theta)*sinf(phi),
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cosf(theta));
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}
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2012-02-28 16:44:54 +00:00
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/* Equirectangular coordinates <-> Cartesian direction */
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2012-01-20 17:49:17 +00:00
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__device float2 direction_to_equirectangular(float3 dir)
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{
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2012-02-28 16:44:54 +00:00
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float u = -atan2f(dir.y, dir.x)/(2.0f*M_PI_F) + 0.5f;
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2012-01-20 17:49:17 +00:00
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float v = atan2f(dir.z, hypotf(dir.x, dir.y))/M_PI_F + 0.5f;
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return make_float2(u, v);
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}
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__device float3 equirectangular_to_direction(float u, float v)
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{
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2012-02-28 16:44:54 +00:00
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float phi = M_PI_F*(1.0f - 2.0f*u);
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float theta = M_PI_F*(1.0f - v);
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2012-01-20 17:49:17 +00:00
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return make_float3(
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sin(theta)*cos(phi),
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sin(theta)*sin(phi),
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cos(theta));
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}
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2012-05-04 16:20:51 +00:00
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/* Fisheye <- Cartesian direction */
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2012-05-05 19:44:35 +00:00
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__device float3 fisheye_to_direction(float u, float v, float fov)
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2012-05-04 16:20:51 +00:00
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{
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2012-05-05 19:44:35 +00:00
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u = (u - 0.5f) * 2.0f;
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v = (v - 0.5f) * 2.0f;
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2012-05-04 16:20:51 +00:00
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float r = sqrt(u*u + v*v);
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2012-05-05 19:44:35 +00:00
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if(r > 1.0f)
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return make_float3(0.0f, 0.0f, 0.0f);
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2012-05-04 16:20:51 +00:00
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2012-05-05 19:44:35 +00:00
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float phi = acosf((r != 0.0f)? u/r: 0.0f);
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2012-05-04 16:20:51 +00:00
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float theta = asinf(r) * (fov / M_PI_F);
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2012-05-05 19:44:35 +00:00
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if(v < 0.0f) phi = -phi;
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2012-05-04 16:20:51 +00:00
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return make_float3(
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cosf(theta),
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-cosf(phi)*sinf(theta),
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sinf(phi)*sinf(theta)
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);
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}
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2012-05-05 19:44:35 +00:00
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__device float3 fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height)
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2012-05-04 16:20:51 +00:00
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{
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u = (u - 0.5f) * width;
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v = (v - 0.5f) * height;
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2012-05-05 19:44:35 +00:00
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float rmax = 2.0f * lens * sinf(fov * 0.25f);
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2012-05-04 16:20:51 +00:00
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float r = sqrt(u*u + v*v);
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2012-05-05 19:44:35 +00:00
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if(r > rmax)
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return make_float3(0.0f, 0.0f, 0.0f);
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2012-05-04 16:20:51 +00:00
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2012-05-05 19:44:35 +00:00
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float phi = acosf((r != 0.0f)? u/r: 0.0f);
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float theta = 2.0f * asinf(r/(2.0f * lens));
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2012-05-04 16:20:51 +00:00
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2012-05-05 19:44:35 +00:00
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if(v < 0.0f) phi = -phi;
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2012-05-04 16:20:51 +00:00
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return make_float3(
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cosf(theta),
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-cosf(phi)*sinf(theta),
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sinf(phi)*sinf(theta)
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);
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}
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2012-03-08 19:52:58 +00:00
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/* Mirror Ball <-> Cartesion direction */
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__device float3 mirrorball_to_direction(float u, float v)
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{
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/* point on sphere */
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float3 dir;
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dir.x = 2.0f*u - 1.0f;
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dir.z = 2.0f*v - 1.0f;
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dir.y = -sqrt(max(1.0f - dir.x*dir.x - dir.z*dir.z, 0.0f));
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/* reflection */
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float3 I = make_float3(0.0f, -1.0f, 0.0f);
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return 2.0f*dot(dir, I)*dir - I;
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}
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__device float2 direction_to_mirrorball(float3 dir)
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{
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/* inverse of mirrorball_to_direction */
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dir.y -= 1.0f;
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float div = 2.0f*sqrt(max(-0.5f*dir.y, 0.0f));
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if(div > 0.0f)
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dir /= div;
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float u = 0.5f*(dir.x + 1.0f);
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float v = 0.5f*(dir.z + 1.0f);
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return make_float2(u, v);
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}
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_END
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#endif /* __KERNEL_MONTECARLO_CL__ */
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