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Add demo for Hierarchical Sample Warping
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httpdigest committed Apr 28, 2023
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4 changes: 4 additions & 0 deletions README.md
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Expand Up @@ -23,6 +23,10 @@ Demo suite for LWJGL 3

![opengl/raytracing/tutorial/Tutorial8_2.java](md/tutorial8_2.jpg)

[opengl/sampling/HierarchicalSampleWarping.java](./src/org/lwjgl/demo/opengl/sampling/HierarchicalSampleWarping.java)

![opengl/sampling/HierarchicalSampleWarping.java](md/hsw.jpg)

## Building

./mvnw package
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9 changes: 9 additions & 0 deletions res/org/lwjgl/demo/opengl/sampling/env-square.hdr

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11,966 changes: 11,966 additions & 0 deletions res/org/lwjgl/demo/opengl/sampling/env-square2.hdr

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68 changes: 68 additions & 0 deletions res/org/lwjgl/demo/opengl/sampling/hsw.fs.glsl
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/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
*/
#version 330 core

#define PI 3.1415926535897932384626433832795
#define TWO_OVER_PI (2.0 / PI)

uniform sampler2D tex;
uniform float time;
uniform float blendFactor;

in vec2 texcoords;
out vec4 color;

uvec3 pcg3d(uvec3 v) {
v = v * 1664525u + 1013904223u;
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
v ^= v >> 16u;
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
return v;
}
vec3 random3(vec3 f) {
return uintBitsToFloat((pcg3d(floatBitsToUint(f)) & 0x007FFFFFu) | 0x3F800000u) - vec3(1.0);
}
float luminance(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec2 importanceSampleHierarchicalWarping(sampler2D t, vec2 u) {
int x = 0, y = 0;
vec2 u0 = u;
ivec2 texSize = textureSize(t, 0);
int maxLod = int(log2(float(texSize.x)) - 0.5);
for (int lod = maxLod; lod >= 0; lod--) {
x <<= 1; y <<= 1;
float x0y0 = luminance(texelFetch(t, ivec2(x+0,y+0), lod).rgb);
float x1y0 = luminance(texelFetch(t, ivec2(x+1,y+0), lod).rgb);
float x0y1 = luminance(texelFetch(t, ivec2(x+0,y+1), lod).rgb);
float x1y1 = luminance(texelFetch(t, ivec2(x+1,y+1), lod).rgb);
float left = x0y0 + x0y1, right = x1y0 + x1y1, pLeft = left / (left + right);
float uxFactor = step(pLeft, u.x);
float pLower = mix(x0y0 / left, x1y0 / right, uxFactor);
float uyFactor = step(pLower, u.y);
float uxDen = mix(pLeft, 1.0 - pLeft, uxFactor), uyDen = mix(pLower, 1.0 - pLower, uyFactor);
u.x = mix(u.x, u.x - pLeft, uxFactor) / uxDen; u.y = mix(u.y, u.y - pLower, uyFactor) / uyDen;
x += int(uxFactor); y += int(uyFactor);
}
return (vec2(x, y) + u0) / vec2(texSize);
}
float distMetric(vec2 a, vec2 b) {
return sqrt(dot(a - b, a - b));
}
void main(void) {
vec3 c = texture(tex, texcoords).rgb;
vec3 rnd = random3(vec3(texcoords, time));
vec2 s = importanceSampleHierarchicalWarping(tex, rnd.xy);
float dist = distMetric(texcoords, s);
float distanceRandomness = 0.01 + rnd.z * 0.05;
if (dist < distanceRandomness)
c = vec3(15.0, 0.0, 0.0);
//color = vec4(c, blendFactor);
color = vec4(c, 0.95);
}
13 changes: 13 additions & 0 deletions res/org/lwjgl/demo/opengl/sampling/hsw.vs.glsl
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/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
*/
#version 330 core
out vec2 texcoords;
void main(void) {
vec2 vertex = vec2(-1.0) + vec2(
float((gl_VertexID & 1) << 2),
float((gl_VertexID & 2) << 1));
texcoords = vertex * 0.5 + 0.5;
gl_Position = vec4(vertex, 0.0, 1.0);
}
169 changes: 169 additions & 0 deletions src/org/lwjgl/demo/opengl/sampling/HierarchicalSampleWarping.java
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package org.lwjgl.demo.opengl.sampling;

import org.lwjgl.BufferUtils;
import org.lwjgl.demo.opengl.util.DemoUtils;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.system.MemoryStack;

import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import static org.lwjgl.demo.util.IOUtils.ioResourceToByteBuffer;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL33C.*;
import static org.lwjgl.stb.STBImage.*;
import static org.lwjgl.system.MemoryStack.stackPush;
import static org.lwjgl.system.MemoryUtil.NULL;
import static org.lwjgl.system.MemoryUtil.memAddress;

/**
* Demo showcasing Hierarchical Sample Warping (HSW) as first proposed in the paper
* "Wavelet Importance: Efficiently Evaluating Products of Complex Functions" by Clarberg et al.
* <p>
* This demo implements importance sampling via hierarchical sample warping in its associated fragment shader
* by using a 2D texture as a luminance map and generating samples with probabilities proportional to the luminance.
* <p>
* See:
* <ul>
* <li><a href="https://link.springer.com/content/pdf/10.1007/978-1-4842-4427-2_16.pdf">section 16.4.2.3 HIERARCHICAL TRANSFORMATION in chapter "Transformations Zoo" of "Ray Tracing Gems".</a></li>
* <li><a href="http://graphics.ucsd.edu/~henrik/papers/wavelet_importance_sampling.pdf">"Wavelet Importance: Efficiently Evaluating Products of Complex Functions" by Clarberg et al.</a></li>
* <li><a href="https://www.ea.com/seed/news/siggraph21-global-illumination-surfels">SIGGRAPH 21: Global Illumination Based on Surfels</a></li>
* </ul>
*
* @author Kai Burjack
*/
public class HierarchicalSampleWarping {
private static int width = 800, height = 800;
public static void main(String[] args) throws IOException {
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
long window = glfwCreateWindow(width, height, "Hello HSW!", NULL, NULL);
if (window == NULL)
throw new RuntimeException("Failed to create the GLFW window");
glfwSetKeyCallback(window, new GLFWKeyCallback() {
public void invoke(long window, int key, int scancode, int action, int mods) {
if (action != GLFW_RELEASE)
return;
if (key == GLFW_KEY_ESCAPE)
glfwSetWindowShouldClose(window, true);
}
});
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
GL.createCapabilities();

// Read actualy framebuffer size for HiDPI displays
try (MemoryStack stack = stackPush()) {
IntBuffer framebufferSize = stack.mallocInt(2);
nglfwGetFramebufferSize(window, memAddress(framebufferSize), memAddress(framebufferSize) + 4);
width = framebufferSize.get(0);
height = framebufferSize.get(1);
}

// Create shader program which implements visualization of the hierarchical sample warping
int program = glCreateProgram();
{
int vshader = DemoUtils.createShader("org/lwjgl/demo/opengl/sampling/hsw.vs.glsl", GL_VERTEX_SHADER, null);
int fshader = DemoUtils.createShader("org/lwjgl/demo/opengl/sampling/hsw.fs.glsl", GL_FRAGMENT_SHADER, null);
glAttachShader(program, vshader);
glAttachShader(program, fshader);
glBindFragDataLocation(program, 0, "color");
glLinkProgram(program);
int linked = glGetProgrami(program, GL_LINK_STATUS);
String programLog = glGetProgramInfoLog(program);
if (programLog.trim().length() > 0)
System.err.println(programLog);
if (linked == 0)
throw new AssertionError("Could not link program");
}
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "tex"), 0);
int timeLocation = glGetUniformLocation(program, "time");
int blendFactorLocation = glGetUniformLocation(program, "blendFactor");

// Create empty VAO
int vao = glGenVertexArrays();
glBindVertexArray(vao);

// Create FBO with 32-bit floating point color buffer to do the sample accumulation
int fbo = glGenFramebuffers();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
int framebufferTex = glGenTextures();
{
glBindTexture(GL_TEXTURE_2D, framebufferTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, (ByteBuffer) null);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferTex, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw new AssertionError("Incomplete framebuffer");
}

// Load an image, that we want to sample via hierarchical sample warping, into a texture
// and generate mipmaps for it
int tex = glGenTextures();
{
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
IntBuffer w = BufferUtils.createIntBuffer(1);
IntBuffer h = BufferUtils.createIntBuffer(1);
IntBuffer comp = BufferUtils.createIntBuffer(1);
ByteBuffer imageBuffer = ioResourceToByteBuffer("org/lwjgl/demo/opengl/sampling/env-square2.hdr", 64 * 1024);
stbi_set_flip_vertically_on_load(true);
if (!stbi_info_from_memory(imageBuffer, w, h, comp))
throw new IOException("Failed to read image information: " + stbi_failure_reason());
FloatBuffer image = stbi_loadf_from_memory(imageBuffer, w, h, comp, 3);
if (image == null)
throw new IOException("Failed to load image: " + stbi_failure_reason());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, w.get(0), h.get(0), 0, GL_RGB, GL_FLOAT, (ByteBuffer) null);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w.get(0), h.get(0), GL_RGB, GL_FLOAT, image);
stbi_image_free(image);
glGenerateMipmap(GL_TEXTURE_2D);
}

glfwShowWindow(window);

long lastTime = System.nanoTime();
float time = 0.0f;
int frameNumber = 0;

// Enable blending for sample accumulation in the FBO
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
glEnable(GL_BLEND);

while (!glfwWindowShouldClose(window)) {
glfwPollEvents();

long thisTime = System.nanoTime();
float elapsed = (thisTime - lastTime) / 1E9f;
time += elapsed;
lastTime = thisTime;

glViewport(0, 0, width, height);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glUseProgram(program);
glBindTexture(GL_TEXTURE_2D, tex);
glUniform1f(blendFactorLocation, frameNumber / (frameNumber + 1.0f));
glUniform1f(timeLocation, time);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);

glfwSwapBuffers(window);
frameNumber++;
}
}
}

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