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# 环境光渲染(一)
----
## 1. 定义
使用一张HDR环境图片作为环境光源,每个像素表示一个光源和入射方向,回顾一下渲染方程
$$
L_o(\vec{\omega_o})=\int_{\Omega}\left(k_d\dfrac{c}{\pi}+f_s(\vec{\omega_i}, \vec{\omega_o})\right)L_i(\vec{\omega_i})(\vec{\omega}_i\vec{n})d\omega_i
$$
显然在实时渲染系统中,针对环境贴图做完整的积分运算代价非常昂贵,所以需要做预处理
## 2.漫反射部分
### 2.1 原理
只考虑渲染方程中的漫反射部分
$$
L_{od}(\vec{\omega_o})=k_d\dfrac{c}{\pi}\int_{\Omega}L_i(\vec{\omega_i})(\vec{\omega}_i\vec{n})d\omega_i
$$
将其中之和光照贴图相关的部分做一个预计算,针对所有球面方向,每个方向做一个半球积分
$$
\dfrac{1}{\pi}\int_{\Omega}L_i(\vec{\omega_i})(\vec{\omega}_i\vec{n})d\omega_i
$$
将结果存成一张新的环境贴图Irradiance,那么最终实时渲染时,漫反射部分可以这个贴图来计算
$$
L_{od}(\vec{\omega_o})=\text{TexCube}(\text{IrrMap}, \vec{n})*k_d*c
$$
### 2.2 漫反射环境贴图的生成
![](./ibl_01.png)
#### 2.2.1 球坐标积分
将立体角转换为球坐标
$$\begin{split}
&\dfrac{1}{\pi}\int_{\Omega}L_i(\vec{\omega_i})(\vec{\omega}_i\vec{n})d\omega_i\\
=&\dfrac{1}{\pi}\int_{\phi=0}^{2\pi}\int_{\theta=0}^{\pi/2}L_i(\phi,\theta)\cos(\theta)\sin(\theta)d\theta d\phi\\
\approx&\dfrac{1}{\pi}\dfrac{2\pi}{n_1}\dfrac{\pi}{2n_2}\sum_{j=0}^{n_1}\sum_{i=0}^{n_2}L_i(\phi_j,\theta_i)\cos(\theta_i)\sin(\theta_i) \\
=&\dfrac{\pi}{n_1n_2}\sum_{j=0}^{n_1}\sum_{i=0}^{n_2}L_i(\phi_j,\theta_i)\cos(\theta_i)\sin(\theta_i)
\end{split}$$
其中:$\phi_j=\dfrac{j}{n_1}2\pi \\ \theta_i=\dfrac{i}{n_2}\dfrac{\pi}{2}$
代码:
````cpp :no-line-numbers
vec3 irradiance = vec3(0.0);
// tangent space calculation from origin point(x'=up, y'=N, z'=left)(left-hand)
vec3 up = vec3(0.0, 1.0, 0.0); //x'
vec3 left = cross(up, N); //z'
up = cross(N, left); //x'
float sampleDelta = 0.025;
float nrSamples = 0.0;
for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
{
for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
{
float cosTheta = cos(theta);
float sinTheta = sin(theta);
// spherical to cartesian (in tangent space)
vec3 tangentSample = vec3(cos(phi) * sinTheta, cosTheta, sin(phi) * sinTheta);
// tangent space to world
vec3 sampleVec = tangentSample.x * up + tangentSample.y * N + tangentSample.z * left;
irradiance += texture(environmentMap, sampleVec).rgb * cosTheta * sinTheta;
nrSamples++;
}
}
irradiance = PI * irradiance * float(nrSamples);
````
#### 2.2.2 蒙特卡洛估算
使用蒙特卡洛采样估算积分
$$
\displaystyle\int_{a}^{b}f(x)dx\approx\dfrac{1}{N}\sum_{i=1}^{N}\dfrac{f(X_i)}{\text{pdf}(X_i)}
$$
其中$\text{pdf}(x)$函数是采样时使用的概率分布函数。
方法1:
对于要计算的这个二维积分,如果使用的随机采样是$\phi$在$[0,2\pi]$之间均匀分布,$\theta$在$[0,\pi/2]$之间均匀分布,那么
$$
\text{pdf}(\phi)=1/(2\pi) , \text{pdf}(\theta)=2/\pi
$$
$$\begin{split}
&\dfrac{1}{\pi}\int_{\phi=0}^{2\pi}\int_{\theta=0}^{\pi/2}L_i(\phi,\theta)\cos(\theta)\sin(\theta)d\theta d\phi \\
=&\dfrac{1}{\pi}\dfrac{2\pi}{n_1}\sum_{j=0}^{n_1}\left(\dfrac{\pi}{2n_2}\sum_{i=0}^{n_2}L_i(\phi_j,\theta_i)\cos(\theta_i)\sin(\theta_i)
\right) \\
=&\dfrac{\pi}{n_1n_2}\sum_{j=0}^{n_1}\sum_{i=0}^{n_2}L_i(\phi_j,\theta_i)\cos(\theta_i)\sin(\theta_i)\\
=&\dfrac{\pi}{N}\sum_{i=0}^{N}L_i(\phi_i,\theta_i)\cos(\theta_i)\sin(\theta_i)
\end{split}$$
其中
$$
\phi_i=2\pi\xi, \theta_i=\dfrac{\pi}{2}\xi
$$
$\xi$表示均匀分布在[0,1]之间的随机变量
方法2:
上面的采样方法在极点位置会比较密集,在赤道位置比较稀疏,由于漫反射是均匀分布的,如果采样点也是均匀分布在半球面上的,收敛速度会比较快,这种情况下
$$
\text{pdf}(\phi)=1/(2\pi) , \text{pdf}(\theta)=\sin(\theta)
$$
$$\begin{split}
&\dfrac{1}{\pi}\int_{\phi=0}^{2\pi}\int_{\theta=0}^{\pi/2}L_i(\phi,\theta)\cos(\theta)\sin(\theta)d\theta d\phi \\
=&\dfrac{1}{\pi}\dfrac{2\pi}{n_1}\sum_{j=0}^{n_1}\left(\dfrac{1}{n_2}\sum_{i=0}^{n_2}L_i(\phi_j,\theta_i)\cos(\theta_i)
\right) \\
=&\dfrac{2}{n_1n_2}\sum_{j=0}^{n_1}\sum_{i=0}^{n_2}L_i(\phi_j,\theta_i)\cos(\theta_i)\\
=&\dfrac{2}{N}\sum_{i=0}^{N}L_i(\phi_i,\theta_i)\cos(\theta_i)
\end{split}$$
其中
$$
\phi_i=2\pi\xi, \theta_i=\arccos(1-\xi)
$$
````cpp :no-line-numbers
vec3 irradiance = vec3(0.0);
vec3 up = vec3(0.0, 1.0, 0.0); //x'
vec3 left = cross(up, N); //z'
up = cross(N, left); //x'
for(uint i=0; i<sampleCounts; i++)
{
//http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
vec2 uv = Hammersley(i, totalCounts);
// tangent space sample point
float phi = uv.y * 2.0 * PI;
float cosTheta = 1.0 - uv.x;
float sinTheta = sqrt(1-cosTheta*cosTheta);
vec3 tangentSample = vec3(cos(phi) * sinTheta, cosTheta, sin(phi) * sinTheta);
// tangent space to world
vec3 sampleVec = tangentSample.x * up + tangentSample.y * N + tangentSample.z * left;
irradiance += texture2D(s_texSkybox, sampleVec).rgb * cosTheta;
}
irradiance = 2*irradiance / float(sampleCounts);
````