#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_