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...

4 Commits

Author SHA1 Message Date
Powei Feng
52b8d8cfbd add logging 2026-03-03 13:25:25 -08:00
Ben Doherty
afae31a975 Add Sonatype publishing step to release workflow (#9764) 2026-03-03 12:41:55 -08:00
Powei Feng
5ac5dc4c95 ci: fetch PR ref explicitly to extract commit message for forks (#9756) 2026-03-03 17:24:00 +00:00
Filament Bot
e975572972 [automated] Updating /docs due to commit 29e91f0
Full commit hash is 29e91f0d3a

DOCS_ALLOW_DIRECT_EDITS
2026-03-03 16:21:50 +00:00
24 changed files with 383 additions and 219 deletions

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@@ -27,17 +27,24 @@ runs:
echo "$HASH" > /tmp/commit_hash.txt
- name: Find commit message (PR)
shell: bash
id: checkout_code
if: github.event_name == 'pull_request'
run: |
BEFORE_HASH=$(git rev-parse HEAD)
echo "hash=$BEFORE_HASH" >> "$GITHUB_OUTPUT"
# Next we will checkout the actual head (not the merge commits) of the PR
AFTER_HASH="${{ github.event.pull_request.head.sha }}"
git checkout $AFTER_HASH
COMMIT_MESSAGE=$(git log -1 --no-merges)
echo "$COMMIT_MESSAGE" > /tmp/commit_msg.txt
echo "$AFTER_HASH" > /tmp/commit_hash.txt
PR_NUMBER="${{ github.event.pull_request.number }}"
# Fetch the head of the PR explicitly to handle forks. Depth 50 ensures we can traverse past recent merge commits.
git fetch --depth=50 origin "pull/$PR_NUMBER/head:pr-head"
COMMIT_HASH=$(git log -1 --no-merges pr-head --format=%H)
AUTHOR_NAME=$(git log -1 --no-merges pr-head --format=%an)
AUTHOR_EMAIL=$(git log -1 --no-merges pr-head --format=%ae)
TSTAMP=$(git log -1 --no-merges pr-head --format=%aI)
COMMIT_MESSAGE=$(git log -1 --no-merges pr-head --format=%B)
echo "commit $COMMIT_HASH" > /tmp/commit_msg.txt
echo "Author: ${AUTHOR_NAME}<${AUTHOR_EMAIL}>" >> /tmp/commit_msg.txt
echo "Date: ${TSTAMP}" >> /tmp/commit_msg.txt
echo "" >> /tmp/commit_msg.txt
echo "$COMMIT_MESSAGE" >> /tmp/commit_msg.txt
echo "$COMMIT_HASH" > /tmp/commit_hash.txt
- shell: bash
id: action_output
run: |
@@ -47,9 +54,4 @@ runs:
cat /tmp/commit_msg.txt >> "$GITHUB_OUTPUT"
echo "$DELIMITER" >> "$GITHUB_OUTPUT"
# Get the commit hash
echo "hash=$(cat /tmp/commit_hash.txt)" >> "$GITHUB_OUTPUT"
- name: Cleanup Find commit message (PR)
shell: bash
if: github.event_name == 'pull_request'
run: |
git checkout ${{ steps.checkout_code.outputs.hash }}
echo "hash=$(cat /tmp/commit_hash.txt)" >> "$GITHUB_OUTPUT"

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@@ -188,6 +188,54 @@ jobs:
const globber = await glob.create(['out/*.aar', 'out/*.apk', 'out/*.tgz'].join('\n'));
await upload({ github, context }, await globber.glob(), TAG);
sonatype-publish:
name: sonatype-publish
runs-on: 'ubuntu-24.04-16core'
# Depends on the the Android build for the Android binaries.
# Depends on the Mac, Linux, and Windows builds for host tools.
needs: [build-mac, build-linux, build-windows, build-android]
if: github.event_name == 'release' || github.event.inputs.platform == 'android'
steps:
- name: Decide Git ref
id: git_ref
run: |
REF=${RELEASE_TAG:-${GITHUB_REF}}
TAG=${REF##*/}
echo "ref=${REF}" >> $GITHUB_OUTPUT
echo "tag=${TAG}" >> $GITHUB_OUTPUT
- uses: actions/checkout@v4.1.6
with:
ref: ${{ steps.git_ref.outputs.ref }}
- uses: actions/setup-java@v3
with:
distribution: 'temurin'
java-version: '17'
- uses: ./.github/actions/linux-prereq
- name: Download Android Release
run: |
gh release download ${TAG} \
--repo ${{ github.repository }} \
--pattern 'filament-*-android-native.tgz'
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
TAG: ${{ steps.git_ref.outputs.tag }}
- name: Unzip Android Release
run: |
mkdir -p out/android-release
tar -xzvf filament-${TAG}-android-native.tgz -C out/android-release/
env:
TAG: ${{ steps.git_ref.outputs.tag }}
- name: Publish To Sonatype
run: |
cd android
./gradlew publishToSonatype closeSonatypeStagingRepository
env:
ORG_GRADLE_PROJECT_sonatypeUsername: ${{ secrets.SONATYPE_USERNAME }}
ORG_GRADLE_PROJECT_sonatypePassword: ${{ secrets.SONATYPE_PASSWORD }}
ORG_GRADLE_PROJECT_signingKey: ${{ secrets.MAVEN_SIGNING_KEY }}
ORG_GRADLE_PROJECT_signingPassword: ${{ secrets.MAVEN_SIGNING_PASSWORD }}
build-ios:
name: build-ios
runs-on: macos-14-xlarge

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@@ -40,15 +40,21 @@
// - Build and upload artifacts with ./gradlew publish
// - Close and release staging repo on Nexus with ./gradlew closeAndReleaseStagingRepository
//
// The following is needed in ~/gradle/gradle.properties:
// The following properties need to be set (either in ~/gradle/gradle.properties, on the command
// line, or as environment variables, e.g.: ORG_GRADLE_PROJECT_property=value):
//
// sonatypeUsername=nexus_user
// sonatypePassword=nexus_password
//
// To sign with a key ring file:
// signing.keyId=pgp_key_id
// signing.password=pgp_key_password
// signing.secretKeyRingFile=/Users/user/.gnupg/maven_signing.key
//
// To sign with in-memory keys (useful for CI):,
// signingKey=ASCII armored key (begins with -----BEGIN PGP PRIVATE KEY BLOCK-----)
// signingPassword=key password
//
buildscript {
def path = providers

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@@ -94,6 +94,13 @@ afterEvaluate { project ->
}
signing {
def signingKey = findProperty("signingKey")
def signingPassword = findProperty("signingPassword")
if (signingKey && signingPassword) {
println("Signing with in-memory keys")
useInMemoryPgpKeys(signingKey, signingPassword)
}
publishing.publications.all { publication ->
sign publication
}

View File

@@ -181,7 +181,7 @@ important for <code>matc</code> (material compiler).</p>
}
dependencies {
implementation 'com.google.android.filament:filament-android:1.69.4'
implementation 'com.google.android.filament:filament-android:1.69.5'
}
</code></pre>
<p>Here are all the libraries available in the group <code>com.google.android.filament</code>:</p>
@@ -195,7 +195,7 @@ dependencies {
</div>
<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
<p>iOS projects can use CocoaPods to install the latest release:</p>
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.69.4'
<pre><code class="language-shell">pod 'Filament', '~&gt; 1.69.5'
</code></pre>
<h2 id="documentation"><a class="header" href="#documentation">Documentation</a></h2>
<ul>

View File

@@ -504,9 +504,9 @@ D_{GGX}(h,\alpha) = \frac{\aa}{\pi ( (\NoH)^2 (\aa - 1) + 1)^2}
\end{equation}$$
</p><p>
The GLSL implementation of the NDF, shown in <a href="#listing_speculard">listing&nbsp;1</a>, is simple and efficient.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">D_GGX</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> NoH, <span class="hljs-built_in">float</span> roughness</span>)</span> {</span>
<span class="line"> <span class="hljs-built_in">float</span> a = NoH * roughness;</span>
<span class="line"> <span class="hljs-built_in">float</span> k = roughness / (<span class="hljs-number">1.0</span> - NoH * NoH + a * a);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_GGX</span><span class="hljs-params">(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-type">float</span> a = NoH * roughness;</span>
<span class="line"> <span class="hljs-type">float</span> k = roughness / (<span class="hljs-number">1.0</span> - NoH * NoH + a * a);</span>
<span class="line"> <span class="hljs-keyword">return</span> k * k * (<span class="hljs-number">1.0</span> / PI);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_speculard">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;1:</b> Implementation of the specular D term in GLSL</div></center>
<p>
@@ -590,10 +590,10 @@ V(v,l,\alpha) = \frac{0.5}{\NoL \sqrt{(\NoV)^2 (1 - \aa) + \aa} + \NoV \sqrt{(\N
\end{equation}$$
</p><p>
The GLSL implementation of the visibility term, shown in <a href="#listing_specularv">listing&nbsp;3</a>, is a bit more expensive than we would like since it requires two <code>sqrt</code> operations.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">V_SmithGGXCorrelated</span><span class="hljs-params">(<span class="hljs-keyword">float</span> NoV, <span class="hljs-keyword">float</span> NoL, <span class="hljs-keyword">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">float</span> a2 = roughness * roughness;</span>
<span class="line"> <span class="hljs-keyword">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>(NoV * NoV * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
<span class="line"> <span class="hljs-keyword">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>(NoL * NoL * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">V_SmithGGXCorrelated</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-type">float</span> a2 = roughness * roughness;</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>(NoV * NoV * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>(NoL * NoL * (<span class="hljs-number">1.0</span> - a2) + a2);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.5</span> / (GGXV + GGXL);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_specularv">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;3:</b> Implementation of the specular V term in GLSL</div></center>
<p>
@@ -604,10 +604,10 @@ V(v,l,\alpha) = \frac{0.5}{\NoL (\NoV (1 - \alpha) + \alpha) + \NoV (\NoL (1 - \
\end{equation}$$
</p><p>
This approximation is mathematically wrong but saves two square root operations and is good enough for real-time mobile applications, as shown in <a href="#listing_approximatedspecularv">listing&nbsp;4</a>.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">V_SmithGGXCorrelatedFast</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> NoV, <span class="hljs-built_in">float</span> NoL, <span class="hljs-built_in">float</span> roughness</span>)</span> {</span>
<span class="line"> <span class="hljs-built_in">float</span> a = roughness;</span>
<span class="line"> <span class="hljs-built_in">float</span> GGXV = NoL * (NoV * (<span class="hljs-number">1.0</span> - a) + a);</span>
<span class="line"> <span class="hljs-built_in">float</span> GGXL = NoV * (NoL * (<span class="hljs-number">1.0</span> - a) + a);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">V_SmithGGXCorrelatedFast</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-type">float</span> a = roughness;</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * (NoV * (<span class="hljs-number">1.0</span> - a) + a);</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * (NoL * (<span class="hljs-number">1.0</span> - a) + a);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.5</span> / (GGXV + GGXL);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_approximatedspecularv">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;4:</b> Implementation of the approximated specular V term in GLSL</div></center>
<p>
@@ -659,7 +659,7 @@ $$\begin{equation}
\end{equation}$$
</p><p>
In practice, the diffuse reflectance \(\sigma\) is multiplied later, as shown in <a href="#listing_diffusebrdf">listing&nbsp;8</a>.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">Fd_Lambert</span>(<span class="hljs-params"></span>)</span> {</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">Fd_Lambert</span>()</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / PI;</span>
<span class="line">}</span>
<span class="line"></span>
@@ -680,14 +680,14 @@ Where:
$$\begin{equation}
\fGrazing=0.5 + 2 \cdot \alpha cos^2(\theta_d)
\end{equation}$$
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">F_Schlick</span><span class="hljs-params">(<span class="hljs-keyword">float</span> u, <span class="hljs-keyword">float</span> f0, <span class="hljs-keyword">float</span> f90)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (f90 - f0) * <span class="hljs-built_in">pow</span>(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">F_Schlick</span><span class="hljs-params">(<span class="hljs-type">float</span> u, <span class="hljs-type">float</span> f0, <span class="hljs-type">float</span> f90)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (f90 - f0) * pow(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">Fd_Burley</span><span class="hljs-params">(<span class="hljs-keyword">float</span> NoV, <span class="hljs-keyword">float</span> NoL, <span class="hljs-keyword">float</span> LoH, <span class="hljs-keyword">float</span> roughness)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">float</span> f90 = <span class="hljs-number">0.5</span> + <span class="hljs-number">2.0</span> * roughness * LoH * LoH;</span>
<span class="line"> <span class="hljs-keyword">float</span> lightScatter = F_Schlick(NoL, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"> <span class="hljs-keyword">float</span> viewScatter = F_Schlick(NoV, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">Fd_Burley</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> LoH, <span class="hljs-type">float</span> roughness)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">f90</span> <span class="hljs-operator">=</span> <span class="hljs-number">0.5</span> + <span class="hljs-number">2.0</span> * roughness * LoH * LoH;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">lightScatter</span> <span class="hljs-operator">=</span> F_Schlick(NoL, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">viewScatter</span> <span class="hljs-operator">=</span> F_Schlick(NoV, <span class="hljs-number">1.0</span>, f90);</span>
<span class="line"> <span class="hljs-keyword">return</span> lightScatter * viewScatter * (<span class="hljs-number">1.0</span> / PI);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_diffusebrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;8:</b> Implementation of the diffuse Disney BRDF in GLSL</div></center>
<p>
@@ -704,47 +704,47 @@ We could allow artists/developers to choose the Disney diffuse BRDF depending on
<strong class="asterisk">Diffuse term</strong>: a Lambertian diffuse model.
</p><p>
The full GLSL implementation of the standard model is shown in <a href="#listing_glslbrdf">listing&nbsp;9</a>.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> D_GGX(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> a) {</span>
<span class="line"> <span class="hljs-type">float</span> a2 = a * a;</span>
<span class="line"> <span class="hljs-type">float</span> f = (NoH * a2 - NoH) * NoH + <span class="hljs-number">1.0</span>;</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">D_GGX</span><span class="hljs-params">(<span class="hljs-type">float</span> NoH, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">a2</span> <span class="hljs-operator">=</span> a * a;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">f</span> <span class="hljs-operator">=</span> (NoH * a2 - NoH) * NoH + <span class="hljs-number">1.0</span>;</span>
<span class="line"> <span class="hljs-keyword">return</span> a2 / (PI * f * f);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">vec3</span> F_Schlick(<span class="hljs-type">float</span> u, <span class="hljs-type">vec3</span> f0) {</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (<span class="hljs-type">vec3</span>(<span class="hljs-number">1.0</span>) - f0) * <span class="hljs-built_in">pow</span>(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
<span class="line">vec3 <span class="hljs-title function_">F_Schlick</span><span class="hljs-params">(<span class="hljs-type">float</span> u, vec3 f0)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> f0 + (vec3(<span class="hljs-number">1.0</span>) - f0) * pow(<span class="hljs-number">1.0</span> - u, <span class="hljs-number">5.0</span>);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">float</span> V_SmithGGXCorrelated(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a) {</span>
<span class="line"> <span class="hljs-type">float</span> a2 = a * a;</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>((-NoV * a2 + NoV) * NoV + a2);</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">V_SmithGGXCorrelated</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">a2</span> <span class="hljs-operator">=</span> a * a;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXL</span> <span class="hljs-operator">=</span> NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXV</span> <span class="hljs-operator">=</span> NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.5</span> / (GGXV + GGXL);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">float</span> Fd_Lambert() {</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">Fd_Lambert</span><span class="hljs-params">()</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / PI;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-type">void</span> BRDF(...) {</span>
<span class="line"> <span class="hljs-type">vec3</span> h = <span class="hljs-built_in">normalize</span>(v + l);</span>
<span class="line"><span class="hljs-keyword">void</span> <span class="hljs-title function_">BRDF</span><span class="hljs-params">(...)</span> {</span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">h</span> <span class="hljs-operator">=</span> normalize(v + l);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> NoV = <span class="hljs-built_in">abs</span>(<span class="hljs-built_in">dot</span>(n, v)) + <span class="hljs-number">1e-5</span>;</span>
<span class="line"> <span class="hljs-type">float</span> NoL = <span class="hljs-built_in">clamp</span>(<span class="hljs-built_in">dot</span>(n, l), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> NoH = <span class="hljs-built_in">clamp</span>(<span class="hljs-built_in">dot</span>(n, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> LoH = <span class="hljs-built_in">clamp</span>(<span class="hljs-built_in">dot</span>(l, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoV</span> <span class="hljs-operator">=</span> abs(dot(n, v)) + <span class="hljs-number">1e-5</span>;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoL</span> <span class="hljs-operator">=</span> clamp(dot(n, l), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoH</span> <span class="hljs-operator">=</span> clamp(dot(n, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">LoH</span> <span class="hljs-operator">=</span> clamp(dot(l, h), <span class="hljs-number">0.0</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// perceptually linear roughness to roughness (see parameterization)</span></span>
<span class="line"> <span class="hljs-type">float</span> roughness = perceptualRoughness * perceptualRoughness;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">roughness</span> <span class="hljs-operator">=</span> perceptualRoughness * perceptualRoughness;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> D = D_GGX(NoH, roughness);</span>
<span class="line"> <span class="hljs-type">vec3</span> F = F_Schlick(LoH, f0);</span>
<span class="line"> <span class="hljs-type">float</span> V = V_SmithGGXCorrelated(NoV, NoL, roughness);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">D</span> <span class="hljs-operator">=</span> D_GGX(NoH, roughness);</span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">F</span> <span class="hljs-operator">=</span> F_Schlick(LoH, f0);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">V</span> <span class="hljs-operator">=</span> V_SmithGGXCorrelated(NoV, NoL, roughness);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// specular BRDF</span></span>
<span class="line"> <span class="hljs-type">vec3</span> Fr = (D * V) * F;</span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">Fr</span> <span class="hljs-operator">=</span> (D * V) * F;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// diffuse BRDF</span></span>
<span class="line"> <span class="hljs-type">vec3</span> Fd = diffuseColor * Fd_Lambert();</span>
<span class="line"> <span class="hljs-type">vec3</span> <span class="hljs-variable">Fd</span> <span class="hljs-operator">=</span> diffuseColor * Fd_Lambert();</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// apply lighting...</span></span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_glslbrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;9:</b> Evaluation of the BRDF in GLSL</div></center>
@@ -965,7 +965,7 @@ $$\begin{equation}
\end{equation}$$
</p><p>
<a href="#listing_fnormal">Listing&nbsp;12</a> shows how \(\fNormal\) is computed for both dielectric and metallic materials. It shows that the color of the specular reflectance is derived from the base color in the metallic case.
</p><pre class="listing tilde"><code><span class="line">vec3 f0 = 0.16 <span class="hljs-emphasis">* reflectance *</span> reflectance <span class="hljs-emphasis">* (1.0 - metallic) + baseColor *</span> metallic;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_fnormal">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;12:</b> Computing \(\fNormal\) for dielectric and metallic materials in GLSL</div></center>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-symbol">vec3</span> <span class="hljs-built_in">f0</span> = <span class="hljs-number">0</span>.<span class="hljs-number">16</span> * reflectance * reflectance * (<span class="hljs-number">1</span>.<span class="hljs-number">0</span> - metallic) + baseColor * metallic<span class="hljs-comment">;</span></span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_fnormal">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;12:</b> Computing \(\fNormal\) for dielectric and metallic materials in GLSL</div></center>
<a class="target" name="roughnessremappingandclamping">&nbsp;</a><a class="target" name="materialsystem/parameterization/remapping/roughnessremappingandclamping">&nbsp;</a><a class="target" name="toc4.8.3.3">&nbsp;</a><h4 id="roughness-remapping-and-clamping"><a class="header" href="#roughness-remapping-and-clamping">Roughness remapping and clamping</a></h4>
<p>
<p>The roughness set by the user, called <code>perceptualRoughness</code> here, is remapped to a perceptually linear range using the following formulation:</p>
@@ -1054,7 +1054,7 @@ V(l,h) = \frac{1}{4(\LoH)^2}
This masking-shadowing function is not physically based, as shown in [<a href="#citation-heitz14">Heitz14</a>], but its simplicity makes it desirable for real-time rendering.
</p><p>
In summary, our clear coat BRDF is a Cook-Torrance specular microfacet model, with a GGX normal distribution function, a Kelemen visibility function, and a Schlick Fresnel function. <a href="#listing_kelemen">Listing&nbsp;13</a> shows how trivial the GLSL implementation is.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-built_in">float</span> <span class="hljs-title">V_Kelemen</span>(<span class="hljs-params"><span class="hljs-built_in">float</span> LoH</span>)</span> {</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">V_Kelemen</span><span class="hljs-params">(<span class="hljs-type">float</span> LoH)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0.25</span> / (LoH * LoH);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_kelemen">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;13:</b> Implementation of the Kelemen visibility term in GLSL</div></center>
<p>
@@ -1097,18 +1097,18 @@ The clear coat roughness parameter is remapped and clamped in a similar way to t
<center><div class="image" style=""><a href="../images/material_clear_coat2.png" target="_blank"><img class="markdeep" src="../images/material_clear_coat2.png" /></a><center><span class="imagecaption"><a class="target" name="figure_clearcoatroughness">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;26:</b> Clear coat roughness varying from 0.0 (left) to 1.0 (right) with metallic set to 1.0, roughness to 0.8 and clear coat to 1.0</span></center></div></center>
</p><p>
<a href="#listing_clearcoatbrdf">Listing&nbsp;14</a> shows the GLSL implementation of the clear coat material model after remapping, parameterization and integration in the standard surface response.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">BRDF</span>(<span class="hljs-params">...</span>)</span> {</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">void</span> <span class="hljs-title">BRDF</span><span class="hljs-params">(...)</span> </span>{</span>
<span class="line"> <span class="hljs-comment">// compute Fd and Fr from standard model</span></span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// remapping and linearization of clear coat roughness</span></span>
<span class="line"> clearCoatPerceptualRoughness = clamp(clearCoatPerceptualRoughness, <span class="hljs-number">0.089</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> clearCoatPerceptualRoughness = <span class="hljs-built_in">clamp</span>(clearCoatPerceptualRoughness, <span class="hljs-number">0.089</span>, <span class="hljs-number">1.0</span>);</span>
<span class="line"> clearCoatRoughness = clearCoatPerceptualRoughness * clearCoatPerceptualRoughness;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// clear coat BRDF</span></span>
<span class="line"> <span class="hljs-built_in">float</span> Dc = D_GGX(clearCoatRoughness, NoH);</span>
<span class="line"> <span class="hljs-built_in">float</span> Vc = V_Kelemen(clearCoatRoughness, LoH);</span>
<span class="line"> <span class="hljs-built_in">float</span> Fc = F_Schlick(<span class="hljs-number">0.04</span>, LoH) * clearCoat; <span class="hljs-comment">// clear coat strength</span></span>
<span class="line"> <span class="hljs-built_in">float</span> Frc = (Dc * Vc) * Fc;</span>
<span class="line"> <span class="hljs-type">float</span> Dc = <span class="hljs-built_in">D_GGX</span>(clearCoatRoughness, NoH);</span>
<span class="line"> <span class="hljs-type">float</span> Vc = <span class="hljs-built_in">V_Kelemen</span>(clearCoatRoughness, LoH);</span>
<span class="line"> <span class="hljs-type">float</span> Fc = <span class="hljs-built_in">F_Schlick</span>(<span class="hljs-number">0.04</span>, LoH) * clearCoat; <span class="hljs-comment">// clear coat strength</span></span>
<span class="line"> <span class="hljs-type">float</span> Frc = (Dc * Vc) * Fc;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// account for energy loss in the base layer</span></span>
<span class="line"> <span class="hljs-keyword">return</span> color * ((Fd + Fr * (<span class="hljs-number">1.0</span> - Fc)) * (<span class="hljs-number">1.0</span> - Fc) + Frc);</span>
@@ -1294,14 +1294,14 @@ f_{r}(v,h,\alpha) = \frac{D_{velvet}(v,h,\alpha)}{4(\NoL + \NoV - (\NoL)(\NoV))}
\end{equation}$$
</p><p>
The implementation of the velvet NDF is presented in <a href="#listing_clothbrdf">listing&nbsp;17</a>, optimized to properly fit in half float formats and to avoid computing a costly cotangent, relying instead on trigonometric identities. Note that we removed the Fresnel component from this BRDF.
</p><pre class="listing tilde"><code><span class="line">float D_Ashikhmin(float roughness, float NoH) {</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_Ashikhmin</span><span class="hljs-params">(<span class="hljs-type">float</span> roughness, <span class="hljs-type">float</span> NoH)</span> </span>{</span>
<span class="line"> <span class="hljs-comment">// Ashikhmin 2007, &quot;Distribution-based BRDFs&quot;</span></span>
<span class="line"> float a<span class="hljs-number">2</span> = roughness * roughness;</span>
<span class="line"> float <span class="hljs-keyword">cos</span><span class="hljs-number">2</span>h = NoH * NoH;</span>
<span class="line"> float <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h = <span class="hljs-keyword">max</span>(<span class="hljs-number">1.0</span> - <span class="hljs-keyword">cos</span><span class="hljs-number">2</span>h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> float <span class="hljs-keyword">sin</span><span class="hljs-number">4</span>h = <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h * <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h;</span>
<span class="line"> float cot<span class="hljs-number">2</span> = -<span class="hljs-keyword">cos</span><span class="hljs-number">2</span>h / (a<span class="hljs-number">2</span> * <span class="hljs-keyword">sin</span><span class="hljs-number">2</span>h);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (PI * (<span class="hljs-number">4.0</span> * a<span class="hljs-number">2</span> + <span class="hljs-number">1.0</span>) * <span class="hljs-keyword">sin</span><span class="hljs-number">4</span>h) * (<span class="hljs-number">4.0</span> * exp(cot<span class="hljs-number">2</span>) + <span class="hljs-keyword">sin</span><span class="hljs-number">4</span>h);</span>
<span class="line"> <span class="hljs-type">float</span> a2 = roughness * roughness;</span>
<span class="line"> <span class="hljs-type">float</span> cos2h = NoH * NoH;</span>
<span class="line"> <span class="hljs-type">float</span> sin2h = <span class="hljs-built_in">max</span>(<span class="hljs-number">1.0</span> - cos2h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> <span class="hljs-type">float</span> sin4h = sin2h * sin2h;</span>
<span class="line"> <span class="hljs-type">float</span> cot2 = -cos2h / (a2 * sin2h);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (PI * (<span class="hljs-number">4.0</span> * a2 + <span class="hljs-number">1.0</span>) * sin4h) * (<span class="hljs-number">4.0</span> * <span class="hljs-built_in">exp</span>(cot2) + sin4h);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clothbrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;17:</b> Implementation of Ashikhmin's velvet NDF in GLSL</div></center>
<p>
<p>In [<a href="#citation-estevez17">Estevez17</a>] Estevez and Kulla propose a different NDF (called the “Charlie” sheen) that is based on an exponentiated sinusoidal instead of an inverted Gaussian. This NDF is appealing for several reasons: its parameterization feels more natural and intuitive, it provides a softer appearance and, as shown in equation (\ref{charlieNDF}), its implementation is simpler:</p>
@@ -1312,11 +1312,11 @@ D(m) = \frac{(2 + \frac{1}{\alpha}) sin(\theta)^{\frac{1}{\alpha}}}{2 \pi}
</p><p>
[<a href="#citation-estevez17">Estevez17</a>] also presents a new shadowing term that we omit here because of its cost. We instead rely on the visibility term from [<a href="#citation-neubelt13">Neubelt13</a>] (shown in equation \(\ref{clothSpecularBRDF}\) above).
The implementation of this NDF is presented in <a href="#listing_clothcharliebrdf">listing&nbsp;18</a>, optimized to properly fit in half float formats.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">D_Charlie</span><span class="hljs-params">(<span class="hljs-keyword">float</span> roughness, <span class="hljs-keyword">float</span> NoH)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">float</span> <span class="hljs-title">D_Charlie</span><span class="hljs-params">(<span class="hljs-type">float</span> roughness, <span class="hljs-type">float</span> NoH)</span> </span>{</span>
<span class="line"> <span class="hljs-comment">// Estevez and Kulla 2017, &quot;Production Friendly Microfacet Sheen BRDF&quot;</span></span>
<span class="line"> <span class="hljs-keyword">float</span> invAlpha = <span class="hljs-number">1.0</span> / roughness;</span>
<span class="line"> <span class="hljs-keyword">float</span> cos2h = NoH * NoH;</span>
<span class="line"> <span class="hljs-keyword">float</span> sin2h = max(<span class="hljs-number">1.0</span> - cos2h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> <span class="hljs-type">float</span> invAlpha = <span class="hljs-number">1.0</span> / roughness;</span>
<span class="line"> <span class="hljs-type">float</span> cos2h = NoH * NoH;</span>
<span class="line"> <span class="hljs-type">float</span> sin2h = <span class="hljs-built_in">max</span>(<span class="hljs-number">1.0</span> - cos2h, <span class="hljs-number">0.0078125</span>); <span class="hljs-comment">// 2^(-14/2), so sin2h^2 &gt; 0 in fp16</span></span>
<span class="line"> <span class="hljs-keyword">return</span> (<span class="hljs-number">2.0</span> + invAlpha) * <span class="hljs-built_in">pow</span>(sin2h, invAlpha * <span class="hljs-number">0.5</span>) / (<span class="hljs-number">2.0</span> * PI);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clothcharliebrdf">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;18:</b> Implementation of the &ldquo;Charlie&rdquo; NDF in GLSL</div></center>
<a class="target" name="sheencolor">&nbsp;</a><a class="target" name="materialsystem/clothmodel/clothspecularbrdf/sheencolor">&nbsp;</a><a class="target" name="toc4.12.1.1">&nbsp;</a><h4 id="sheen-color"><a class="header" href="#sheen-color">Sheen color</a></h4>
@@ -1745,21 +1745,21 @@ The photometric attenuation function can be easily implemented in GLSL by adding
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_glslphotometricpunctuallight">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;22:</b> Implementation of attenuation from photometric profiles in GLSL</div></center>
<p>
<p>The light intensity is computed CPU-side (<a href="#listing_photometriclightintensity">listing 23</a>) and depends on whether the photometric profile is used as a mask.</p>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-keyword">float</span> multiplier;</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> multiplier;</span>
<span class="line"><span class="hljs-comment">// Photometric profile used as a mask</span></span>
<span class="line"><span class="hljs-keyword">if</span> (photometricLight.isMasked()) {</span>
<span class="line"><span class="hljs-keyword">if</span> (photometricLight.<span class="hljs-built_in">isMasked</span>()) {</span>
<span class="line"> <span class="hljs-comment">// The desired intensity is set by the artist</span></span>
<span class="line"> <span class="hljs-comment">// The integrated intensity comes from a Monte-Carlo</span></span>
<span class="line"> <span class="hljs-comment">// integration over the unit sphere around the luminaire</span></span>
<span class="line"> multiplier = photometricLight.getDesiredIntensity() /</span>
<span class="line"> photometricLight.getIntegratedIntensity();</span>
<span class="line"> multiplier = photometricLight.<span class="hljs-built_in">getDesiredIntensity</span>() /</span>
<span class="line"> photometricLight.<span class="hljs-built_in">getIntegratedIntensity</span>();</span>
<span class="line">} <span class="hljs-keyword">else</span> {</span>
<span class="line"> <span class="hljs-comment">// Multiplier provided for convenience, set to 1.0 by default</span></span>
<span class="line"> multiplier = photometricLight.getMultiplier();</span>
<span class="line"> multiplier = photometricLight.<span class="hljs-built_in">getMultiplier</span>();</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// The max intensity in cd comes from the IES profile</span></span>
<span class="line"><span class="hljs-keyword">float</span> lightIntensity = photometricLight.getMaxIntensity() * multiplier;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_photometriclightintensity">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;23:</b> Computing the intensity of a photometric light on the CPU</div></center>
<span class="line"><span class="hljs-type">float</span> lightIntensity = photometricLight.<span class="hljs-built_in">getMaxIntensity</span>() * multiplier;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_photometriclightintensity">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;23:</b> Computing the intensity of a photometric light on the CPU</div></center>
<p>
<div class="endnote"><a class="target" name="endnote-xarrowintensity">&nbsp;</a><sup>4</sup> The XArrow profile declares a luminous intensity of 1,750 lm but a Monte-Carlo integration shows an intensity of only 350 lm.
</div>
@@ -2058,19 +2058,19 @@ In practice only 4 or 9 coefficients (i.e.: 2 or 3 bands) are enough for \(\cosT
<center><div class="image" style=""><a href="../images/ibl/ibl_irradiance_sh2.png" target="_blank"><img class="markdeep" src="../images/ibl/ibl_irradiance_sh2.png" style="max-width:100%;" /></a><center><span class="imagecaption"><a class="target" name="figure_iblsh2">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;52:</b> 2 bands (4 coefficients)</span></center></div></center>
</p><p>
In practice we pre-convolve \(\Lt\) with \(\cosTheta\) and pre-scale these coefficients by the basis scaling factors \(K_l^m\) so that the reconstruction code is as simple as possible in the shader:
</p><pre class="listing tilde"><code><span class="line">vec3 <span class="hljs-function"><span class="hljs-title">irradianceSH</span>(<span class="hljs-params">vec3 n</span>)</span> {</span>
<span class="line"> <span class="hljs-comment">// uniform vec3 sphericalHarmonics[9]</span></span>
<span class="line"> <span class="hljs-comment">// We can use only the first 2 bands for better performance</span></span>
<span class="line"> <span class="hljs-keyword">return</span></span>
<span class="line"> sphericalHarmonics[<span class="hljs-number">0</span>]</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">1</span>] * (n.y)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">2</span>] * (n.z)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">3</span>] * (n.x)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">4</span>] * (n.y * n.x)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">5</span>] * (n.y * n.z)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">6</span>] * (<span class="hljs-number">3.0</span> * n.z * n.z - <span class="hljs-number">1.0</span>)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">7</span>] * (n.z * n.x)</span>
<span class="line"> + sphericalHarmonics[<span class="hljs-number">8</span>] * (n.x * n.x - n.y * n.y);</span>
</p><pre class="listing tilde"><code><span class="line">vec3 irradianceSH(vec3 n) {</span>
<span class="line"> // uniform vec3 sphericalHarmonics<span class="hljs-selector-attr">[9]</span></span>
<span class="line"> // We can <span class="hljs-selector-tag">use</span> only the first <span class="hljs-number">2</span> bands for better performance</span>
<span class="line"> return</span>
<span class="line"> sphericalHarmonics<span class="hljs-selector-attr">[0]</span></span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[1]</span> * (n<span class="hljs-selector-class">.y</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[2]</span> * (n<span class="hljs-selector-class">.z</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[3]</span> * (n<span class="hljs-selector-class">.x</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[4]</span> * (n<span class="hljs-selector-class">.y</span> * n<span class="hljs-selector-class">.x</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[5]</span> * (n<span class="hljs-selector-class">.y</span> * n<span class="hljs-selector-class">.z</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[6]</span> * (<span class="hljs-number">3.0</span> * n<span class="hljs-selector-class">.z</span> * n<span class="hljs-selector-class">.z</span> - <span class="hljs-number">1.0</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[7]</span> * (n<span class="hljs-selector-class">.z</span> * n<span class="hljs-selector-class">.x</span>)</span>
<span class="line"> + sphericalHarmonics<span class="hljs-selector-attr">[8]</span> * (n<span class="hljs-selector-class">.x</span> * n<span class="hljs-selector-class">.x</span> - n<span class="hljs-selector-class">.y</span> * n<span class="hljs-selector-class">.y</span>);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_irradiancesh">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;26:</b> GLSL code to reconstruct the irradiance from the pre-scaled SH</div></center>
<p>
<p>Note that with 2 bands, the computation above becomes a single (4 \times 4) matrix-by-vector multiply.</p>
@@ -2443,7 +2443,7 @@ LD(n, \alpha) &= \frac{\sum_i^N V(l_i, n,
$$
</p><p>
These two new \(DFG\) terms simply need to replace the ones used in the implementation shown in section <a href="#toc9.5">9.5</a>:
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-keyword">float</span> Fc = <span class="hljs-built_in">pow</span>(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0f</span>);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> Fc = <span class="hljs-built_in">pow</span>(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0f</span>);</span>
<span class="line">r.x += Gv * Fc;</span>
<span class="line">r.y += Gv;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_multiscatteriblpreintegration">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;29:</b> C++ implementation of the \(L_{DFG}\) term for multiscattering</div></center>
<p>
@@ -2507,11 +2507,11 @@ using an environment made of colored vertical stripes (skybox hidden).</span></c
<p>
<p>When sampling the IBL, the clear coat layer is calculated as a second specular lobe. This specular lobe is oriented along the view direction since we cannot reasonably integrate over the hemisphere. <a href="#listing_clearcoatibl">Listing 31</a> demonstrates this approximation in practice. It also shows the energy conservation step. It is important to note that this second specular lobe is computed exactly the same way as the main specular lobe, using the same DFG approximation.</p>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-comment">// clearCoat_NoV == shading_NoV if the clear coat layer doesn&#x27;t have its own normal map</span></span>
<span class="line"><span class="hljs-built_in">float</span> Fc = F_Schlick(<span class="hljs-number">0.04</span>, <span class="hljs-number">1.0</span>, clearCoat_NoV) * clearCoat;</span>
<span class="line"><span class="hljs-type">float</span> Fc = <span class="hljs-built_in">F_Schlick</span>(<span class="hljs-number">0.04</span>, <span class="hljs-number">1.0</span>, clearCoat_NoV) * clearCoat;</span>
<span class="line"><span class="hljs-comment">// base layer attenuation for energy compensation</span></span>
<span class="line">iblDiffuse *= <span class="hljs-number">1.0</span> - Fc;</span>
<span class="line">iblSpecular *= sq(<span class="hljs-number">1.0</span> - Fc);</span>
<span class="line">iblSpecular += specularIBL(r, clearCoatPerceptualRoughness) * Fc;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clearcoatibl">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;31:</b> GLSL implementation of the clear coat specular lobe for image-based lighting</div></center>
<span class="line">iblSpecular *= <span class="hljs-built_in">sq</span>(<span class="hljs-number">1.0</span> - Fc);</span>
<span class="line">iblSpecular += <span class="hljs-built_in">specularIBL</span>(r, clearCoatPerceptualRoughness) * Fc;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clearcoatibl">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;31:</b> GLSL implementation of the clear coat specular lobe for image-based lighting</div></center>
<a class="target" name="anisotropy">&nbsp;</a><a class="target" name="lighting/imagebasedlights/anisotropy">&nbsp;</a><a class="target" name="toc5.3.6">&nbsp;</a><h3 id="anisotropy"><a class="header" href="#anisotropy">Anisotropy </a></h3>
<p>
<p>[<a href="#citation-mcauley15">McAuley15</a>] describes a technique called “bent reflection vector”, based [<a href="#citation-revie12">Revie12</a>]. The bent reflection vector is a rough approximation of anisotropic lighting but the alternative is to use importance sampling. This approximation is sufficiently cheap to compute and provides good results, as shown in <a href="#figure_anisotropicibl1">figure 59</a> and <a href="#figure_anisotropicibl2">figure 60</a>.</p>
@@ -2550,17 +2550,17 @@ The DG term is generated using uniform sampling as recommended in [<a href="#cit
<center><div class="image" style=""><a href="../images/ibl/dfg_cloth.png" target="_blank"><img class="markdeep" src="../images/ibl/dfg_cloth.png" /></a><center><span class="imagecaption"><a class="target" name="figure_dfgclothlut">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;62:</b> DFG LUT with a 3rd channel encoding the DG term of the cloth BRDF</span></center></div></center>
</p><p>
The remainder of the image-based lighting implementation follows the same steps as the implementation of regular lights, including the optional subsurface scattering term and its wrap diffuse component. Just as with the clear coat IBL implementation, we cannot integrate over the hemisphere and use the view direction as the dominant light direction to compute the wrap diffuse component.
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-built_in">float</span> diffuse = Fd_Lambert() * ambientOcclusion;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">if</span> defined(SHADING_MODEL_CLOTH)</span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">if</span> defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">diffuse *= saturate((NoV + <span class="hljs-number">0.5</span>) / <span class="hljs-number">2.25</span>);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">endif</span></span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">endif</span></span></span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> diffuse = <span class="hljs-built_in">Fd_Lambert</span>() * ambientOcclusion;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">if</span> defined(SHADING_MODEL_CLOTH)</span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">if</span> defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">diffuse *= <span class="hljs-built_in">saturate</span>((NoV + <span class="hljs-number">0.5</span>) / <span class="hljs-number">2.25</span>);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">endif</span></span></span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">endif</span></span></span>
<span class="line"></span>
<span class="line">vec3 indirectDiffuse = irradianceIBL(n) * diffuse;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">if</span> defined(SHADING_MODEL_CLOTH) &amp;&amp; defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">indirectDiffuse *= saturate(subsurfaceColor + NoV);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-meta-keyword">endif</span></span></span>
<span class="line">vec3 indirectDiffuse = <span class="hljs-built_in">irradianceIBL</span>(n) * diffuse;</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">if</span> defined(SHADING_MODEL_CLOTH) &amp;&amp; defined(MATERIAL_HAS_SUBSURFACE_COLOR)</span></span>
<span class="line">indirectDiffuse *= <span class="hljs-built_in">saturate</span>(subsurfaceColor + NoV);</span>
<span class="line"><span class="hljs-meta">#<span class="hljs-keyword">endif</span></span></span>
<span class="line"></span>
<span class="line">vec3 ibl = diffuseColor * indirectDiffuse + indirectSpecular * specularColor;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_clothapprox">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;34:</b> GLSL implementation of the DFG approximation for the cloth NDF</div></center>
<p>
@@ -2982,20 +2982,20 @@ L_{max} &= 2^{EV_{100}} \times 1.2
<span class="line"><span class="hljs-comment">// aperture in f-stops</span></span>
<span class="line"><span class="hljs-comment">// shutterSpeed in seconds</span></span>
<span class="line"><span class="hljs-comment">// sensitivity in ISO</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">exposureSettings</span><span class="hljs-params">(<span class="hljs-keyword">float</span> aperture, <span class="hljs-keyword">float</span> shutterSpeed, <span class="hljs-keyword">float</span> sensitivity)</span> </span>{</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">exposureSettings</span><span class="hljs-params">(<span class="hljs-type">float</span> aperture, <span class="hljs-type">float</span> shutterSpeed, <span class="hljs-type">float</span> sensitivity)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> log2((aperture * aperture) / shutterSpeed * <span class="hljs-number">100.0</span> / sensitivity);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// Computes the exposure normalization factor from</span></span>
<span class="line"><span class="hljs-comment">// the camera&#x27;s EV100</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">float</span> <span class="hljs-title">exposure</span><span class="hljs-params">(<span class="hljs-keyword">float</span> ev100)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (<span class="hljs-built_in">pow</span>(<span class="hljs-number">2.0</span>, ev100) * <span class="hljs-number">1.2</span>);</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">exposure</span><span class="hljs-params">(<span class="hljs-type">float</span> ev100)</span> {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">1.0</span> / (pow(<span class="hljs-number">2.0</span>, ev100) * <span class="hljs-number">1.2</span>);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-keyword">float</span> ev100 = exposureSettings(aperture, shutterSpeed, sensitivity);</span>
<span class="line"><span class="hljs-keyword">float</span> exposure = exposure(ev100);</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-variable">ev100</span> <span class="hljs-operator">=</span> exposureSettings(aperture, shutterSpeed, sensitivity);</span>
<span class="line"><span class="hljs-type">float</span> <span class="hljs-variable">exposure</span> <span class="hljs-operator">=</span> exposure(ev100);</span>
<span class="line"></span>
<span class="line">vec4 color = evaluateLighting();</span>
<span class="line"><span class="hljs-type">vec4</span> <span class="hljs-variable">color</span> <span class="hljs-operator">=</span> evaluateLighting();</span>
<span class="line">color.rgb *= exposure;</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_fragmentexposure">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;42:</b> Implementation of exposure in GLSL</div></center>
<p>
<p>In practice the exposure factor can be pre-computed on the CPU to save shader instructions.</p>
@@ -3466,9 +3466,9 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line"><span class="hljs-comment">// Data source:</span></span>
<span class="line"><span class="hljs-comment">// http://cvrl.ioo.ucl.ac.uk/cmfs.htm</span></span>
<span class="line"><span class="hljs-comment">// http://cvrl.ioo.ucl.ac.uk/database/text/cmfs/ciexyz31.htm</span></span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_XYZ_START = <span class="hljs-number">360</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_XYZ_COUNT = <span class="hljs-number">471</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> float3 CIE_XYZ[CIE_XYZ_COUNT] = { ... };</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_XYZ_START = <span class="hljs-number">360</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_XYZ_COUNT = <span class="hljs-number">471</span>;</span>
<span class="line"><span class="hljs-type">const</span> float3 CIE_XYZ[CIE_XYZ_COUNT] = { ... };</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// CIE Standard Illuminant D65 relative spectral power distribution,</span></span>
<span class="line"><span class="hljs-comment">// from 300nm to 830, at 5nm intervals</span></span>
@@ -3476,51 +3476,51 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line"><span class="hljs-comment">// Data source:</span></span>
<span class="line"><span class="hljs-comment">// https://en.wikipedia.org/wiki/Illuminant_D65</span></span>
<span class="line"><span class="hljs-comment">// https://cielab.xyz/pdf/CIE_sel_colorimetric_tables.xls</span></span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_INTERVAL = <span class="hljs-number">5</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_START = <span class="hljs-number">300</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_END = <span class="hljs-number">830</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> CIE_D65_COUNT = <span class="hljs-number">107</span>;</span>
<span class="line"><span class="hljs-keyword">const</span> <span class="hljs-keyword">float</span> CIE_D65[CIE_D65_COUNT] = { ... };</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_INTERVAL = <span class="hljs-number">5</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_START = <span class="hljs-number">300</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_END = <span class="hljs-number">830</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">size_t</span> CIE_D65_COUNT = <span class="hljs-number">107</span>;</span>
<span class="line"><span class="hljs-type">const</span> <span class="hljs-type">float</span> CIE_D65[CIE_D65_COUNT] = { ... };</span>
<span class="line"></span>
<span class="line"><span class="hljs-class"><span class="hljs-keyword">struct</span> <span class="hljs-title">Sample</span> {</span></span>
<span class="line"> <span class="hljs-keyword">float</span> w = <span class="hljs-number">0.0f</span>; <span class="hljs-comment">// wavelength</span></span>
<span class="line"> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">complex</span>&lt;<span class="hljs-keyword">float</span>&gt; ior; <span class="hljs-comment">// complex IOR, n + ik</span></span>
<span class="line"><span class="hljs-keyword">struct</span> <span class="hljs-title class_">Sample</span> {</span>
<span class="line"> <span class="hljs-type">float</span> w = <span class="hljs-number">0.0f</span>; <span class="hljs-comment">// wavelength</span></span>
<span class="line"> std::complex&lt;<span class="hljs-type">float</span>&gt; ior; <span class="hljs-comment">// complex IOR, n + ik</span></span>
<span class="line">};</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">float</span> <span class="hljs-title">illuminantD65</span><span class="hljs-params">(<span class="hljs-keyword">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i0 = <span class="hljs-keyword">size_t</span>((w - CIE_D65_START) / CIE_D65_INTERVAL);</span>
<span class="line"> uint2 indexBounds{i0, <span class="hljs-built_in">std</span>::min(i0 + <span class="hljs-number">1</span>, CIE_D65_END)};</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-type">float</span> <span class="hljs-title">illuminantD65</span><span class="hljs-params">(<span class="hljs-type">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i0 = <span class="hljs-built_in">size_t</span>((w - CIE_D65_START) / CIE_D65_INTERVAL);</span>
<span class="line"> uint2 indexBounds{i0, std::<span class="hljs-built_in">min</span>(i0 + <span class="hljs-number">1</span>, CIE_D65_END)};</span>
<span class="line"></span>
<span class="line"> float2 wavelengthBounds = CIE_D65_START + float2{indexBounds} * CIE_D65_INTERVAL;</span>
<span class="line"> <span class="hljs-keyword">float</span> t = (w - wavelengthBounds.x) / (wavelengthBounds.y - wavelengthBounds.x);</span>
<span class="line"> <span class="hljs-keyword">return</span> lerp(CIE_D65[indexBounds.x], CIE_D65[indexBounds.y], t);</span>
<span class="line"> <span class="hljs-type">float</span> t = (w - wavelengthBounds.x) / (wavelengthBounds.y - wavelengthBounds.x);</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-built_in">lerp</span>(CIE_D65[indexBounds.x], CIE_D65[indexBounds.y], t);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// For std::lower_bound</span></span>
<span class="line"><span class="hljs-keyword">bool</span> <span class="hljs-keyword">operator</span>&lt;(<span class="hljs-keyword">const</span> Sample&amp; lhs, <span class="hljs-keyword">const</span> Sample&amp; rhs) {</span>
<span class="line"><span class="hljs-type">bool</span> <span class="hljs-keyword">operator</span>&lt;(<span class="hljs-type">const</span> Sample&amp; lhs, <span class="hljs-type">const</span> Sample&amp; rhs) {</span>
<span class="line"> <span class="hljs-keyword">return</span> lhs.w &lt; rhs.w;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// The wavelength w must be between 360nm and 830nm</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">complex</span>&lt;<span class="hljs-keyword">float</span>&gt; <span class="hljs-title">findSample</span><span class="hljs-params">(<span class="hljs-keyword">const</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">vector</span>&lt;sample&gt;&amp; samples, <span class="hljs-keyword">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i1 = <span class="hljs-built_in">std</span>::lower_bound(</span>
<span class="line"> samples.begin(), samples.end(), Sample{w, <span class="hljs-number">0.0f</span> + <span class="hljs-number">0.0</span><span class="hljs-keyword">if</span>});</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> std::complex&lt;<span class="hljs-type">float</span>&gt; <span class="hljs-title">findSample</span><span class="hljs-params">(<span class="hljs-type">const</span> std::vector&lt;sample&gt;&amp; samples, <span class="hljs-type">float</span> w)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">auto</span> i1 = std::<span class="hljs-built_in">lower_bound</span>(</span>
<span class="line"> samples.<span class="hljs-built_in">begin</span>(), samples.<span class="hljs-built_in">end</span>(), Sample{w, <span class="hljs-number">0.0f</span> + <span class="hljs-number">0.0</span><span class="hljs-keyword">if</span>});</span>
<span class="line"> <span class="hljs-keyword">auto</span> i0 = i1 - <span class="hljs-number">1</span>;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// Interpolate the complex IORs</span></span>
<span class="line"> <span class="hljs-keyword">float</span> t = (w - i0-&gt;w) / (i1-&gt;w - i0-&gt;w);</span>
<span class="line"> <span class="hljs-keyword">float</span> n = lerp(i0-&gt;ior.real(), i1-&gt;ior.real(), t);</span>
<span class="line"> <span class="hljs-keyword">float</span> k = lerp(i0-&gt;ior.imag(), i1-&gt;ior.imag(), t);</span>
<span class="line"> <span class="hljs-type">float</span> t = (w - i0-&gt;w) / (i1-&gt;w - i0-&gt;w);</span>
<span class="line"> <span class="hljs-type">float</span> n = <span class="hljs-built_in">lerp</span>(i0-&gt;ior.<span class="hljs-built_in">real</span>(), i1-&gt;ior.<span class="hljs-built_in">real</span>(), t);</span>
<span class="line"> <span class="hljs-type">float</span> k = <span class="hljs-built_in">lerp</span>(i0-&gt;ior.<span class="hljs-built_in">imag</span>(), i1-&gt;ior.<span class="hljs-built_in">imag</span>(), t);</span>
<span class="line"> <span class="hljs-keyword">return</span> { n, k };</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">float</span> <span class="hljs-title">fresnel</span><span class="hljs-params">(<span class="hljs-keyword">const</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">complex</span>&lt;<span class="hljs-keyword">float</span>&gt;&amp; sample)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> (((sample - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (<span class="hljs-built_in">std</span>::conj(sample) - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>))) /</span>
<span class="line"> ((sample + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (<span class="hljs-built_in">std</span>::conj(sample) + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)))).real();</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-type">float</span> <span class="hljs-title">fresnel</span><span class="hljs-params">(<span class="hljs-type">const</span> std::complex&lt;<span class="hljs-type">float</span>&gt;&amp; sample)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> (((sample - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (std::<span class="hljs-built_in">conj</span>(sample) - (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>))) /</span>
<span class="line"> ((sample + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)) * (std::<span class="hljs-built_in">conj</span>(sample) + (<span class="hljs-number">1.0f</span> + <span class="hljs-number">0</span><span class="hljs-keyword">if</span>)))).<span class="hljs-built_in">real</span>();</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> float3 <span class="hljs-title">XYZ_to_sRGB</span><span class="hljs-params">(<span class="hljs-keyword">const</span> float3&amp; v)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">const</span> mat3f XYZ_sRGB{</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> float3 <span class="hljs-title">XYZ_to_sRGB</span><span class="hljs-params">(<span class="hljs-type">const</span> float3&amp; v)</span> </span>{</span>
<span class="line"> <span class="hljs-type">const</span> mat3f XYZ_sRGB{</span>
<span class="line"> <span class="hljs-number">3.2404542f</span>, <span class="hljs-number">-0.9692660f</span>, <span class="hljs-number">0.0556434f</span>,</span>
<span class="line"> <span class="hljs-number">-1.5371385f</span>, <span class="hljs-number">1.8760108f</span>, <span class="hljs-number">-0.2040259f</span>,</span>
<span class="line"> <span class="hljs-number">-0.4985314f</span>, <span class="hljs-number">0.0415560f</span>, <span class="hljs-number">1.0572252f</span></span>
@@ -3529,21 +3529,21 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// Outputs a linear sRGB color</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> float3 <span class="hljs-title">computeColor</span><span class="hljs-params">(<span class="hljs-keyword">const</span> <span class="hljs-built_in">std</span>::<span class="hljs-built_in">vector</span>&lt;sample&gt;&amp; samples)</span> </span>{</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">static</span> float3 <span class="hljs-title">computeColor</span><span class="hljs-params">(<span class="hljs-type">const</span> std::vector&lt;sample&gt;&amp; samples)</span> </span>{</span>
<span class="line"> float3 xyz{<span class="hljs-number">0.0f</span>};</span>
<span class="line"> <span class="hljs-keyword">float</span> y = <span class="hljs-number">0.0f</span>;</span>
<span class="line"> <span class="hljs-type">float</span> y = <span class="hljs-number">0.0f</span>;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">size_t</span> i = <span class="hljs-number">0</span>; i &lt; CIE_XYZ_COUNT; i++) {</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">size_t</span> i = <span class="hljs-number">0</span>; i &lt; CIE_XYZ_COUNT; i++) {</span>
<span class="line"> <span class="hljs-comment">// Current wavelength</span></span>
<span class="line"> <span class="hljs-keyword">float</span> w = CIE_XYZ_START + i;</span>
<span class="line"> <span class="hljs-type">float</span> w = CIE_XYZ_START + i;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// Find most appropriate CIE XYZ sample for the wavelength</span></span>
<span class="line"> <span class="hljs-keyword">auto</span> sample = findSample(samples, w);</span>
<span class="line"> <span class="hljs-keyword">auto</span> sample = <span class="hljs-built_in">findSample</span>(samples, w);</span>
<span class="line"> <span class="hljs-comment">// Compute Fresnel reflectance at normal incidence</span></span>
<span class="line"> <span class="hljs-keyword">float</span> f0 = fresnel(sample);</span>
<span class="line"> <span class="hljs-type">float</span> f0 = <span class="hljs-built_in">fresnel</span>(sample);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// We need to multiply by the spectral power distribution of the illuminant</span></span>
<span class="line"> <span class="hljs-keyword">float</span> d65 = illuminantD65(w);</span>
<span class="line"> <span class="hljs-type">float</span> d65 = <span class="hljs-built_in">illuminantD65</span>(w);</span>
<span class="line"></span>
<span class="line"> xyz += f0 * CIE_XYZ[i] * d65;</span>
<span class="line"> y += CIE_XYZ[i].y * d65;</span>
@@ -3552,10 +3552,10 @@ Our implementation is presented in <a href="#listing_specularcolorimpl">listing&
<span class="line"> <span class="hljs-comment">// Normalize so that 100% reflectance at every wavelength yields Y=1</span></span>
<span class="line"> xyz /= y;</span>
<span class="line"></span>
<span class="line"> float3 linear = XYZ_to_sRGB(xyz);</span>
<span class="line"> float3 linear = <span class="hljs-built_in">XYZ_to_sRGB</span>(xyz);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-comment">// Normalize out-of-gamut values</span></span>
<span class="line"> <span class="hljs-keyword">if</span> (any(greaterThan(linear, float3{<span class="hljs-number">1.0f</span>}))) linear *= <span class="hljs-number">1.0f</span> / max(linear);</span>
<span class="line"> <span class="hljs-keyword">if</span> (<span class="hljs-built_in">any</span>(<span class="hljs-built_in">greaterThan</span>(linear, float3{<span class="hljs-number">1.0f</span>}))) linear *= <span class="hljs-number">1.0f</span> / <span class="hljs-built_in">max</span>(linear);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-keyword">return</span> linear;</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde"><a class="target" name="listing_specularcolorimpl">&nbsp;</a><b style="font-style:normal;">Listing&nbsp;46:</b> C++ implementation to compute the base color of a metallic surface from spectral data</div></center>
@@ -3735,47 +3735,47 @@ l &= \{ cos\phi sin\theta,sin\phi sin\theta,cos\theta \}
<pre class="listing tilde"><code><span class="line">vec2f hammersley(uint i, <span class="hljs-built_in">float</span> numSamples) {</span>
<span class="line"> uint bits = i;</span>
<span class="line"> bits = (bits &lt;&lt; <span class="hljs-string">16) | (bits &gt;&gt; 16</span>);</span>
<span class="line"> bits = ((bits &amp; 0x55555555) &lt;&lt; <span class="hljs-string">1) | ((bits &amp; 0xAAAAAAAA) &gt;&gt; 1</span>);</span>
<span class="line"> bits = ((bits &amp; 0x33333333) &lt;&lt; <span class="hljs-string">2) | ((bits &amp; 0xCCCCCCCC) &gt;&gt; 2</span>);</span>
<span class="line"> bits = ((bits &amp; 0x0F0F0F0F) &lt;&lt; <span class="hljs-string">4) | ((bits &amp; 0xF0F0F0F0) &gt;&gt; 4</span>);</span>
<span class="line"> bits = ((bits &amp; 0x00FF00FF) &lt;&lt; <span class="hljs-string">8) | ((bits &amp; 0xFF00FF00) &gt;&gt; 8</span>);</span>
<span class="line"> <span class="hljs-built_in">return</span> vec2f(i / numSamples, bits / exp2(32));</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x55555555) &lt;&lt; <span class="hljs-number">1</span>) | ((bits &amp; <span class="hljs-number">0</span>xAAAAAAAA) &gt;&gt; <span class="hljs-number">1</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x33333333) &lt;&lt; <span class="hljs-number">2</span>) | ((bits &amp; <span class="hljs-number">0</span>xCCCCCCCC) &gt;&gt; <span class="hljs-number">2</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x0F0F0F0F) &lt;&lt; <span class="hljs-number">4</span>) | ((bits &amp; <span class="hljs-number">0</span>xF0F0F0F0) &gt;&gt; <span class="hljs-number">4</span>);</span>
<span class="line"> bits = ((bits &amp; <span class="hljs-number">0</span>x00FF00FF) &lt;&lt; <span class="hljs-number">8</span>) | ((bits &amp; <span class="hljs-number">0</span>xFF00FF00) &gt;&gt; <span class="hljs-number">8</span>);</span>
<span class="line"> return vec2f(i / numSamples, bits / exp2(<span class="hljs-number">32</span>));</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde">C++ implementation of a Hammersley sequence generator</div></center>
<a class="target" name="precomputinglforimage-basedlighting">&nbsp;</a><a class="target" name="annex/precomputinglforimage-basedlighting">&nbsp;</a><a class="target" name="toc9.5">&nbsp;</a><h2 id="precomputing-l-for-image-based-lighting"><a class="header" href="#precomputing-l-for-image-based-lighting">Precomputing L for image-based lighting</a></h2>
<p>
<p>The term ( L_{DFG} ) is only dependent on ( \NoV ). Below, the normal is arbitrarily set to ( n=\left[0, 0, 1\right] ) and (v) is chosen to satisfy ( \NoV ). The vector ( h_i ) is the ( D_{GGX}(\alpha) ) important direction sample (i).</p>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> GDFG(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a) {</span>
<span class="line"> <span class="hljs-type">float</span> a2 = a * a;</span>
<span class="line"> <span class="hljs-type">float</span> GGXL = NoV * <span class="hljs-built_in">sqrt</span>((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> GGXV = NoL * <span class="hljs-built_in">sqrt</span>((-NoV * a2 + NoV) * NoV + a2);</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-type">float</span> <span class="hljs-title function_">GDFG</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> NoL, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">a2</span> <span class="hljs-operator">=</span> a * a;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXL</span> <span class="hljs-operator">=</span> NoV * sqrt((-NoL * a2 + NoL) * NoL + a2);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">GGXV</span> <span class="hljs-operator">=</span> NoL * sqrt((-NoV * a2 + NoV) * NoV + a2);</span>
<span class="line"> <span class="hljs-keyword">return</span> (<span class="hljs-number">2</span> * NoL) / (GGXV + GGXL);</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line">float2 DFG(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> a) {</span>
<span class="line">float2 <span class="hljs-title function_">DFG</span><span class="hljs-params">(<span class="hljs-type">float</span> NoV, <span class="hljs-type">float</span> a)</span> {</span>
<span class="line"> float3 V;</span>
<span class="line"> V.x = <span class="hljs-built_in">sqrt</span>(<span class="hljs-number">1.0</span>f - NoV*NoV);</span>
<span class="line"> V.y = <span class="hljs-number">0.0</span>f;</span>
<span class="line"> V.x = sqrt(<span class="hljs-number">1.0f</span> - NoV*NoV);</span>
<span class="line"> V.y = <span class="hljs-number">0.0f</span>;</span>
<span class="line"> V.z = NoV;</span>
<span class="line"></span>
<span class="line"> float2 r = <span class="hljs-number">0.0</span>f;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">uint</span> i = <span class="hljs-number">0</span>; i &lt; sampleCount; i++) {</span>
<span class="line"> float2 Xi = hammersley(i, sampleCount);</span>
<span class="line"> float3 H = importanceSampleGGX(Xi, a, N);</span>
<span class="line"> float3 L = <span class="hljs-number">2.0</span>f * <span class="hljs-built_in">dot</span>(V, H) * H - V;</span>
<span class="line"> <span class="hljs-type">float2</span> <span class="hljs-variable">r</span> <span class="hljs-operator">=</span> <span class="hljs-number">0.0f</span>;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">uint</span> <span class="hljs-variable">i</span> <span class="hljs-operator">=</span> <span class="hljs-number">0</span>; i &lt; sampleCount; i++) {</span>
<span class="line"> <span class="hljs-type">float2</span> <span class="hljs-variable">Xi</span> <span class="hljs-operator">=</span> hammersley(i, sampleCount);</span>
<span class="line"> <span class="hljs-type">float3</span> <span class="hljs-variable">H</span> <span class="hljs-operator">=</span> importanceSampleGGX(Xi, a, N);</span>
<span class="line"> <span class="hljs-type">float3</span> <span class="hljs-variable">L</span> <span class="hljs-operator">=</span> <span class="hljs-number">2.0f</span> * dot(V, H) * H - V;</span>
<span class="line"></span>
<span class="line"> <span class="hljs-type">float</span> VoH = saturate(<span class="hljs-built_in">dot</span>(V, H));</span>
<span class="line"> <span class="hljs-type">float</span> NoL = saturate(L.z);</span>
<span class="line"> <span class="hljs-type">float</span> NoH = saturate(H.z);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">VoH</span> <span class="hljs-operator">=</span> saturate(dot(V, H));</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoL</span> <span class="hljs-operator">=</span> saturate(L.z);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">NoH</span> <span class="hljs-operator">=</span> saturate(H.z);</span>
<span class="line"></span>
<span class="line"> <span class="hljs-keyword">if</span> (NoL &gt; <span class="hljs-number">0.0</span>f) {</span>
<span class="line"> <span class="hljs-type">float</span> G = GDFG(NoV, NoL, a);</span>
<span class="line"> <span class="hljs-type">float</span> Gv = G * VoH / NoH;</span>
<span class="line"> <span class="hljs-type">float</span> Fc = <span class="hljs-built_in">pow</span>(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0</span>f);</span>
<span class="line"> <span class="hljs-keyword">if</span> (NoL &gt; <span class="hljs-number">0.0f</span>) {</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">G</span> <span class="hljs-operator">=</span> GDFG(NoV, NoL, a);</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">Gv</span> <span class="hljs-operator">=</span> G * VoH / NoH;</span>
<span class="line"> <span class="hljs-type">float</span> <span class="hljs-variable">Fc</span> <span class="hljs-operator">=</span> pow(<span class="hljs-number">1</span> - VoH, <span class="hljs-number">5.0f</span>);</span>
<span class="line"> r.x += Gv * (<span class="hljs-number">1</span> - Fc);</span>
<span class="line"> r.y += Gv * Fc;</span>
<span class="line"> }</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-keyword">return</span> r * (<span class="hljs-number">1.0</span>f / sampleCount);</span>
<span class="line"> <span class="hljs-keyword">return</span> r * (<span class="hljs-number">1.0f</span> / sampleCount);</span>
<span class="line">}</span></code></pre><center><div class="listingcaption tilde">C++ implementation of the \( L_{DFG} \) term</div></center>
<a class="target" name="sphericalharmonics">&nbsp;</a><a class="target" name="annex/sphericalharmonics">&nbsp;</a><a class="target" name="toc9.6">&nbsp;</a><h2 id="spherical-harmonics"><a class="header" href="#spherical-harmonics">Spherical Harmonics</a></h2>
<p>
@@ -3851,56 +3851,56 @@ sin(m \phi + \phi) &= sin(m \phi) cos(\phi) + cos(m \phi) sin(\phi) \Leftrightar
\end{align*}$$
</p><p>
<a href="#listing_nonnormalizedshbasis">Listing&nbsp;47</a> shows the C++ code to compute the non-normalized SH basis \(\frac{y^m_l(s)}{\sqrt{2} K^m_l}\):
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">inline</span> <span class="hljs-keyword">size_t</span> <span class="hljs-title">SHindex</span><span class="hljs-params">(<span class="hljs-keyword">ssize_t</span> m, <span class="hljs-keyword">size_t</span> l)</span> </span>{</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-keyword">inline</span> <span class="hljs-type">size_t</span> <span class="hljs-title">SHindex</span><span class="hljs-params">(<span class="hljs-type">ssize_t</span> m, <span class="hljs-type">size_t</span> l)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">return</span> l * (l + <span class="hljs-number">1</span>) + m;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">void</span> <span class="hljs-title">computeShBasis</span><span class="hljs-params">(</span>
<span class="line"> <span class="hljs-keyword">double</span>* <span class="hljs-keyword">const</span> SHb,</span>
<span class="line"> <span class="hljs-keyword">size_t</span> numBands,</span>
<span class="line"> <span class="hljs-keyword">const</span> vec3&amp; s)</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-type">void</span> <span class="hljs-title">computeShBasis</span><span class="hljs-params">(</span>
<span class="line"> <span class="hljs-type">double</span>* <span class="hljs-type">const</span> SHb,</span>
<span class="line"> <span class="hljs-type">size_t</span> numBands,</span>
<span class="line"> <span class="hljs-type">const</span> vec3&amp; s)</span></span>
<span class="line"></span>{</span>
<span class="line"> <span class="hljs-comment">// handle m=0 separately, since it produces only one coefficient</span></span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_2 = <span class="hljs-number">0</span>;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_1 = <span class="hljs-number">1</span>;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_2 = <span class="hljs-number">0</span>;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_1 = <span class="hljs-number">1</span>;</span>
<span class="line"> SHb[<span class="hljs-number">0</span>] = Pml_1;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = <span class="hljs-number">1</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l - <span class="hljs-number">1</span>) * Pml_2) / l;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = <span class="hljs-number">1</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-type">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l - <span class="hljs-number">1</span>) * Pml_2) / l;</span>
<span class="line"> Pml_2 = Pml_1;</span>
<span class="line"> Pml_1 = Pml;</span>
<span class="line"> SHb[SHindex(<span class="hljs-number">0</span>, l)] = Pml;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(<span class="hljs-number">0</span>, l)] = Pml;</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-keyword">double</span> Pmm = <span class="hljs-number">1</span>;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt; numBands ; m++) {</span>
<span class="line"> <span class="hljs-type">double</span> Pmm = <span class="hljs-number">1</span>;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt; numBands ; m++) {</span>
<span class="line"> Pmm = (<span class="hljs-number">1</span> - <span class="hljs-number">2</span> * m) * Pmm;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_2 = Pmm;</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml_1 = (<span class="hljs-number">2</span> * m + <span class="hljs-number">1</span>)*Pmm*s.z;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_2 = Pmm;</span>
<span class="line"> <span class="hljs-type">double</span> Pml_1 = (<span class="hljs-number">2</span> * m + <span class="hljs-number">1</span>)*Pmm*s.z;</span>
<span class="line"> <span class="hljs-comment">// l == m</span></span>
<span class="line"> SHb[SHindex(-m, m)] = Pml_2;</span>
<span class="line"> SHb[SHindex( m, m)] = Pml_2;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, m)] = Pml_2;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, m)] = Pml_2;</span>
<span class="line"> <span class="hljs-keyword">if</span> (m + <span class="hljs-number">1</span> &lt; numBands) {</span>
<span class="line"> <span class="hljs-comment">// l == m+1</span></span>
<span class="line"> SHb[SHindex(-m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> SHb[SHindex( m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = m + <span class="hljs-number">2</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-keyword">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l + m - <span class="hljs-number">1</span>) * Pml_2)</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, m + <span class="hljs-number">1</span>)] = Pml_1;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = m + <span class="hljs-number">2</span>; l &lt; numBands; l++) {</span>
<span class="line"> <span class="hljs-type">double</span> Pml = ((<span class="hljs-number">2</span> * l - <span class="hljs-number">1</span>) * Pml_1 * s.z - (l + m - <span class="hljs-number">1</span>) * Pml_2)</span>
<span class="line"> / (l - m);</span>
<span class="line"> Pml_2 = Pml_1;</span>
<span class="line"> Pml_1 = Pml;</span>
<span class="line"> SHb[SHindex(-m, l)] = Pml;</span>
<span class="line"> SHb[SHindex( m, l)] = Pml;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, l)] = Pml;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, l)] = Pml;</span>
<span class="line"> }</span>
<span class="line"> }</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-keyword">double</span> Cm = s.x;</span>
<span class="line"> <span class="hljs-keyword">double</span> Sm = s.y;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt;= numBands ; m++) {</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-keyword">ssize_t</span> l = m; l &lt; numBands ; l++) {</span>
<span class="line"> SHb[SHindex(-m, l)] *= Sm;</span>
<span class="line"> SHb[SHindex( m, l)] *= Cm;</span>
<span class="line"> <span class="hljs-type">double</span> Cm = s.x;</span>
<span class="line"> <span class="hljs-type">double</span> Sm = s.y;</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> m = <span class="hljs-number">1</span>; m &lt;= numBands ; m++) {</span>
<span class="line"> <span class="hljs-keyword">for</span> (<span class="hljs-type">ssize_t</span> l = m; l &lt; numBands ; l++) {</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>(-m, l)] *= Sm;</span>
<span class="line"> SHb[<span class="hljs-built_in">SHindex</span>( m, l)] *= Cm;</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-keyword">double</span> Cm1 = Cm * s.x - Sm * s.y;</span>
<span class="line"> <span class="hljs-keyword">double</span> Sm1 = Sm * s.x + Cm * s.y;</span>
<span class="line"> <span class="hljs-type">double</span> Cm1 = Cm * s.x - Sm * s.y;</span>
<span class="line"> <span class="hljs-type">double</span> Sm1 = Sm * s.x + Cm * s.y;</span>
<span class="line"> Cm = Cm1;</span>
<span class="line"> Sm = Sm1;</span>
<span class="line"> }</span>
@@ -3979,10 +3979,10 @@ $$\begin{equation}
\end{equation}$$
</p><p>
Here is the C++ code to compute \(\hat{C}_l\):
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-keyword">static</span> <span class="hljs-keyword">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-keyword">size_t</span> n, <span class="hljs-keyword">size_t</span> d = <span class="hljs-number">1</span>)</span></span>;</span>
</p><pre class="listing tilde"><code><span class="line"><span class="hljs-function"><span class="hljs-type">static</span> <span class="hljs-type">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-type">size_t</span> n, <span class="hljs-type">size_t</span> d = <span class="hljs-number">1</span>)</span></span>;</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// &lt; cos(theta) &gt; SH coefficients pre-multiplied by 1 / K(0,l)</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">double</span> <span class="hljs-title">computeTruncatedCosSh</span><span class="hljs-params">(<span class="hljs-keyword">size_t</span> l)</span> </span>{</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">double</span> <span class="hljs-title">computeTruncatedCosSh</span><span class="hljs-params">(<span class="hljs-type">size_t</span> l)</span> </span>{</span>
<span class="line"> <span class="hljs-keyword">if</span> (l == <span class="hljs-number">0</span>) {</span>
<span class="line"> <span class="hljs-keyword">return</span> M_PI;</span>
<span class="line"> } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (l == <span class="hljs-number">1</span>) {</span>
@@ -3990,17 +3990,17 @@ Here is the C++ code to compute \(\hat{C}_l\):
<span class="line"> } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (l &amp; <span class="hljs-number">1</span>) {</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">0</span>;</span>
<span class="line"> }</span>
<span class="line"> <span class="hljs-keyword">const</span> <span class="hljs-keyword">size_t</span> l_2 = l / <span class="hljs-number">2</span>;</span>
<span class="line"> <span class="hljs-keyword">double</span> A0 = ((l_2 &amp; <span class="hljs-number">1</span>) ? <span class="hljs-number">1.0</span> : <span class="hljs-number">-1.0</span>) / ((l + <span class="hljs-number">2</span>) * (l - <span class="hljs-number">1</span>));</span>
<span class="line"> <span class="hljs-keyword">double</span> A1 = factorial(l, l_2) / (factorial(l_2) * (<span class="hljs-number">1</span> &lt;&lt; l));</span>
<span class="line"> <span class="hljs-type">const</span> <span class="hljs-type">size_t</span> l_2 = l / <span class="hljs-number">2</span>;</span>
<span class="line"> <span class="hljs-type">double</span> A0 = ((l_2 &amp; <span class="hljs-number">1</span>) ? <span class="hljs-number">1.0</span> : <span class="hljs-number">-1.0</span>) / ((l + <span class="hljs-number">2</span>) * (l - <span class="hljs-number">1</span>));</span>
<span class="line"> <span class="hljs-type">double</span> A1 = <span class="hljs-built_in">factorial</span>(l, l_2) / (<span class="hljs-built_in">factorial</span>(l_2) * (<span class="hljs-number">1</span> &lt;&lt; l));</span>
<span class="line"> <span class="hljs-keyword">return</span> <span class="hljs-number">2</span> * M_PI * A0 * A1;</span>
<span class="line">}</span>
<span class="line"></span>
<span class="line"><span class="hljs-comment">// returns n! / d!</span></span>
<span class="line"><span class="hljs-function"><span class="hljs-keyword">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-keyword">size_t</span> n, <span class="hljs-keyword">size_t</span> d )</span> </span>{</span>
<span class="line"> d = <span class="hljs-built_in">std</span>::max(<span class="hljs-keyword">size_t</span>(<span class="hljs-number">1</span>), d);</span>
<span class="line"> n = <span class="hljs-built_in">std</span>::max(<span class="hljs-keyword">size_t</span>(<span class="hljs-number">1</span>), n);</span>
<span class="line"> <span class="hljs-keyword">double</span> r = <span class="hljs-number">1.0</span>;</span>
<span class="line"><span class="hljs-function"><span class="hljs-type">double</span> <span class="hljs-title">factorial</span><span class="hljs-params">(<span class="hljs-type">size_t</span> n, <span class="hljs-type">size_t</span> d )</span> </span>{</span>
<span class="line"> d = std::<span class="hljs-built_in">max</span>(<span class="hljs-built_in">size_t</span>(<span class="hljs-number">1</span>), d);</span>
<span class="line"> n = std::<span class="hljs-built_in">max</span>(<span class="hljs-built_in">size_t</span>(<span class="hljs-number">1</span>), n);</span>
<span class="line"> <span class="hljs-type">double</span> r = <span class="hljs-number">1.0</span>;</span>
<span class="line"> <span class="hljs-keyword">if</span> (n == d) {</span>
<span class="line"> <span class="hljs-comment">// intentionally left blank</span></span>
<span class="line"> } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (n &gt; d) {</span>

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View File

@@ -118,6 +118,14 @@ void VulkanBufferCache::terminate() noexcept {
}
}
size_t VulkanBufferCache::getSize() const noexcept {
size_t size = 0;
for (int i = 0; i < MAX_POOL_COUNT; i++) {
size += mGpuBufferPools[i].size();
}
return size;
}
void VulkanBufferCache::release(VulkanGpuBuffer const* gpuBuffer) noexcept {
assert_invariant(gpuBuffer != nullptr);

View File

@@ -48,6 +48,8 @@ public:
// This should be called while the context's VkDevice is still alive.
void terminate() noexcept;
size_t getSize() const noexcept;
private:
struct UnusedGpuBuffer {
uint64_t lastAccessed;

View File

@@ -158,6 +158,8 @@ struct CommandBufferPool {
inline bool isRecording() const { return mRecording != INVALID; }
size_t getSize() const noexcept { return mBuffers.size(); }
private:
static constexpr int CAPACITY = FVK_MAX_COMMAND_BUFFERS;
// int8 only goes up to 127, therefore capacity must be less than that.
@@ -255,6 +257,17 @@ public:
// Updates the atomic "status" variable in every extant fence.
void updateFences();
struct SizeInfo {
size_t regular;
size_t protectedPool;
};
SizeInfo getSize() const noexcept {
return {
mPool ? mPool->getSize() : 0,
mProtectedPool ? mProtectedPool->getSize() : 0
};
}
#if FVK_ENABLED(FVK_DEBUG_GROUP_MARKERS)
void pushGroupMarker(char const* str, VulkanGroupMarkers::Timestamp timestamp = {});
void popGroupMarker();

View File

@@ -119,6 +119,9 @@ public:
return mCapacity;
}
uint16_t size() const { return mSize; }
uint16_t unusedCount() const { return mUnusedCount; }
// A convenience method for checking if this pool can allocate sets for a given layout.
inline bool canAllocate(DescriptorCount const& count) {
return count == mCount;
@@ -255,6 +258,16 @@ public:
}
}
VulkanDescriptorSetCache::SizeInfo getSize() const {
VulkanDescriptorSetCache::SizeInfo info = {};
info.poolCount = mPools.size();
for (auto& pool : mPools) {
info.totalSize += pool->size();
info.totalUnusedCount += pool->unusedCount();
}
return info;
}
private:
VkDevice mDevice;
std::vector<std::unique_ptr<DescriptorPool>> mPools;
@@ -448,6 +461,10 @@ void VulkanDescriptorSetCache::manualRecycle(VulkanDescriptorSetLayout::Count co
void VulkanDescriptorSetCache::gc() { mStashedSets = {}; }
VulkanDescriptorSetCache::SizeInfo VulkanDescriptorSetCache::getSize() const noexcept {
return mDescriptorPool->getSize();
}
void VulkanDescriptorSetCache::copySet(VkDescriptorSet srcSet, VkDescriptorSet dstSet,
fvkutils::SamplerBitmask bindings) const {
// TODO: fix the size for better memory management

View File

@@ -89,6 +89,13 @@ public:
void resetCachedState() noexcept { mLastBoundInfo = {}; }
struct SizeInfo {
size_t poolCount;
size_t totalSize;
size_t totalUnusedCount;
};
SizeInfo getSize() const noexcept;
private:
void copySet(VkDescriptorSet srcSet, VkDescriptorSet destSet,
fvkutils::SamplerBitmask copyBindings) const;

View File

@@ -49,6 +49,8 @@ public:
fvkutils::SamplerBitmask externalSamplers,
utils::FixedCapacityVector<std::pair<uint64_t, VkSampler>> immutableSamplers = {});
size_t getSize() const noexcept { return mVkLayouts.size(); }
private:
VkDevice mDevice;
fvkmemory::ResourceManager* mResourceManager;

View File

@@ -49,6 +49,7 @@
#include <chrono>
#include <mutex>
#include <stdio.h>
using namespace bluevk;
@@ -445,6 +446,29 @@ void VulkanDriver::collectGarbage() {
mResourceManager.gc();
auto dsSize = mDescriptorSetCache.getSize();
auto stageSize = mStagePool.getSize();
auto externalSize = mExternalImageManager.getSize();
auto commandsSize = mCommands.getSize();
fprintf(stderr, "Vulkan Cache Sizes:\n");
fprintf(stderr, " Pipelines: %zu\n", mPipelineCache.getSize());
fprintf(stderr, " Pipeline Layouts: %zu\n", mPipelineLayoutCache.getSize());
fprintf(stderr, " Descriptor Set Layouts: %zu\n", mDescriptorSetLayoutCache.getSize());
fprintf(stderr, " Descriptor Sets: %zu (pools: %zu, unused: %zu)\n", dsSize.totalSize, dsSize.poolCount, dsSize.totalUnusedCount);
fprintf(stderr, " FBOs: %zu\n", mFramebufferCache.getFboCacheSize());
fprintf(stderr, " Render Passes: %zu (refcount: %zu)\n",
mFramebufferCache.getRenderPassCacheSize(), mFramebufferCache.getRenderPassRefCountSize());
fprintf(stderr, " Samplers: %zu\n", mSamplerCache.getSize());
fprintf(stderr, " Buffers: %zu\n", mBufferCache.getSize());
fprintf(stderr, " Stages: %zu, Free Images: %zu\n", stageSize.stages, stageSize.freeImages);
fprintf(stderr, " YCbCr Conversions: %zu\n", mYcbcrConversionCache.getSize());
fprintf(stderr, " External Images: %zu, Set Bindings: %zu\n", externalSize.images, externalSize.setBindings);
fprintf(stderr, " Streamed Bindings: %zu\n", mStreamedImageManager.getSize());
fprintf(stderr, " Command Buffers: %zu (regular: %zu, protected: %zu)\n",
commandsSize.regular + commandsSize.protectedPool, commandsSize.regular, commandsSize.protectedPool);
fprintf(stderr, " Semaphores: %zu\n", mSemaphoreManager.getSize());
#if FVK_ENABLED(FVK_DEBUG_RESOURCE_LEAK)
mResourceManager.print();
#endif

View File

@@ -85,6 +85,12 @@ public:
// - Update the bindings that use external samplers.
void updateSetAndLayout(fvkmemory::resource_ptr<VulkanDescriptorSet> set);
struct SizeInfo {
size_t setBindings;
size_t images;
};
SizeInfo getSize() const noexcept { return { mSetBindings.size(), mImages.size() }; }
private:
VulkanSamplerCache* mSamplerCache;

View File

@@ -120,6 +120,10 @@ public:
// Frees all Vulkan objects. Call this during shutdown before the device is destroyed.
void terminate() noexcept;
size_t getFboCacheSize() const noexcept { return mFramebufferCache.size(); }
size_t getRenderPassCacheSize() const noexcept { return mRenderPassCache.size(); }
size_t getRenderPassRefCountSize() const noexcept { return mRenderPassRefCount.size(); }
private:
VkDevice mDevice;
using FboMap = tsl::robin_map<FboKey, FboVal, FboKeyHashFn, FboKeyEqualFn>;

View File

@@ -136,6 +136,8 @@ public:
void terminate() noexcept;
void gc() noexcept;
size_t getSize() const noexcept { return mPipelines.size(); }
private:
// PIPELINE CACHE KEY
// ------------------

View File

@@ -59,6 +59,8 @@ public:
VkPipelineLayout getLayout(DescriptorSetLayoutArray const& descriptorSetLayouts,
fvkmemory::resource_ptr<VulkanProgram> program);
size_t getSize() const noexcept { return mPipelineLayouts.size(); }
private:
using Timestamp = uint64_t;
struct PipelineLayoutCacheEntry {

View File

@@ -40,6 +40,8 @@ public:
explicit VulkanSamplerCache(VkDevice device);
VkSampler getSampler(Params params);
void terminate() noexcept;
size_t getSize() const noexcept { return mCache.size(); }
private:
VkDevice mDevice;

View File

@@ -37,6 +37,8 @@ public:
void terminate();
Semaphore acquire();
size_t getSize() const noexcept { return mPool.size(); }
private:
friend struct VulkanSemaphore;
void recycle(VkSemaphore semaphore);

View File

@@ -223,6 +223,12 @@ public:
// resource_ptrs, as this would lead to undefined behavior.
void terminate() noexcept;
struct SizeInfo {
size_t stages;
size_t freeImages;
};
SizeInfo getSize() const noexcept { return { mStages.size(), mFreeImages.size() }; }
private:
VmaAllocator mAllocator;
fvkmemory::ResourceManager* mResManager;

View File

@@ -46,6 +46,8 @@ public:
void onStreamAcquireImage(fvkmemory::resource_ptr<VulkanTexture> image,
fvkmemory::resource_ptr<VulkanStream> stream);
size_t getSize() const noexcept { return mStreamedTexturesBindings.size(); }
private:
struct StreamedTextureBinding {
uint8_t binding = 0;

View File

@@ -42,6 +42,8 @@ public:
VkSamplerYcbcrConversion getConversion(Params params);
void terminate() noexcept;
size_t getSize() const noexcept { return mCache.size(); }
private:
VkDevice mDevice;