UE4 Hammersley CosineSampleHemisphere数值测试

float2 Hammersley( uint Index, uint NumSamples, uint2 Random )
{
	float E1 = frac( (float)Index / NumSamples + float( Random.x & 0xffff ) / (1<<16) );
	float E2 = float( ReverseBits32(Index) ^ Random.y ) * 2.3283064365386963e-10;
	return float2( E1, E2 );
}

NumSapmles=8, Random=0

Index 0 1 2 3 4 5 6 7
u 0 0.125 0.25 0.375

0.5

0.625 0.75 0.875
v 0 0.5 0.25 0.75 0.125 0.625 0.375 0.875

CosineSampleHemisphere()

Index 0 1 2 3 4 5 6 7
x 1

0.3286

0 -0.2588 -0.8040 -0.3235 0 0.1797
y 0 0.3286 0.7071 0.2588 0 -0.3235 -0.6225 -0.1797
z 0 0.7071 0.5 0.866 0.3535 0.7905 0.6123 0.9354

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 Shader

float3 finalColor = float3(0,0,0);
int i = 0;
float numSamples = NumSamples;
while (i < numSamples)
{
  float2 pdf =  CosineSampleHemisphere(Hammersley( i, numSamples, 0 )).xy;
  float2 a = (uv-0.5)*3;
  float2 b =  pdf;
  float d = sqrt((a.x-b.x)*(a.x-b.x)+(a.y-b.y)*(a.y-b.y)); 
  if(d<CircleSize){finalColor.r+=1.0;}
  i++;
}
return finalColor;

blur

 

 

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转载自blog.csdn.net/sh15285118586/article/details/122649543
UE4