# 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: $$\begin{aligned} \phi_j=\dfrac{j}{n_1}2\pi \\ \theta_i=\dfrac{i}{n_2}\dfrac{\pi}{2} \end{aligned} $$ 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 $$ \begin{aligned} \phi_i&=2\pi\xi\\ \theta_i&=\dfrac{\pi}{2}\xi \end{aligned} $$ $\xi$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 $$ \begin{aligned} \phi_i&=2\pi\xi\\ \theta_i&=\arccos(1-\xi) \end{aligned} $$ ````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