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- #ifndef _SAMPLING_SOBOLBLUENOISESAMPLING_HLSL_
- #define _SAMPLING_SOBOLBLUENOISESAMPLING_HLSL_
-
- #include "SamplingResources.hlsl"
-
- // This is an implementation of the method from the paper
- // "A Low-Discrepancy Sampler that Distributes Monte Carlo Errors as a Blue Noise in Screen Space" by Heitz et al.
- float GetBNDSequenceSample(uint2 pixelCoord, uint sampleIndex, uint sampleDimension)
- {
- // wrap arguments
- pixelCoord = pixelCoord & 127;
- sampleIndex = sampleIndex & 255;
- sampleDimension = sampleDimension & 255;
-
- // xor index based on optimized ranking
- uint rankingIndex = (pixelCoord.x + pixelCoord.y * 128) * 8 + (sampleDimension & 7);
- uint rankedSampleIndex = sampleIndex ^ clamp((uint)(_SobolRankingTile[uint2(rankingIndex & 127, rankingIndex / 128)] * 256.0), 0, 255);
-
- // fetch value in sequence
- uint value = clamp((uint)(_SobolOwenScrambledSequence[uint2(sampleDimension, rankedSampleIndex.x)] * 256.0), 0, 255);
-
- // If the dimension is optimized, xor sequence value based on optimized scrambling
- uint scramblingIndex = (pixelCoord.x + pixelCoord.y * 128) * 8 + (sampleDimension & 7);
- float scramblingValue = min(_SobolScramblingTile[uint2(scramblingIndex & 127, scramblingIndex / 128)], 0.999);
- value = value ^ uint(scramblingValue * 256.0);
-
- // Convert to float (to avoid the same 1/256th quantization everywhere, we jitter by the pixel scramblingValue)
- return (max(0.001, scramblingValue) + value) / 256.0;
- }
-
- #endif // _SAMPLING_SOBOLBLUENOISESAMPLING_HLSL_
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