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SHforHLSL

Single-header spherical harmonics support library for HLSL 2021. It implements types and utility functions for working with low-order SH, focused on use cases for graphics.

How to Use

Just include the header directly from HLSL 2021+ code.

Features

Currently this library has support for L1 (2 bands, 4 coefficients) and L2 (3 bands, 9 coefficients) SH. Depending on the author and material you're reading, you may see L1 referred to as both first-order or second-order, and L2 referred to as second-order or third-order. Ravi Ramamoorthi tends to refer to three bands as second-order, and Peter-Pike Sloan tends to refer to three bands as third-order. This library always uses L1 and L2 for clarity.

The core SH type as well as the L1 and L2 aliases are templated on the primitive scalar type (T) as well as the number of vector components (N). They are intended to be used with 1 or 3 components paired with the float and half primitive types (with -enable-16bit-types passed during compilation). When fp16 types are used, the helper functions take fp16 arguments to try to avoid implicit conversions where possible.

The core SH type supports basic operator overloading for summing/subtracting two sets of SH coefficients as well as multiplying/dividing the set of SH coefficients by a value. The following utility functions are also available:

  • L2toL1
  • Lerp
  • ProjectOntoL1
  • ProjectOntoL2
  • DotProduct
  • Evaluate
  • ConvolveWithZH
  • ConvolveWithCosineLobe
  • OptimalLinearDirection
  • ApproximateDirectionalLight
  • CalculateIrradiance
  • CalculateIrradianceGeomerics
  • CalculateIrradianceL1ZH3Hallucinate
  • ApproximateGGXAsL1ZH
  • ApproximateGGXAsL2ZH
  • ConvolveWithGGX
  • ExtractSpecularDirLight
  • Rotate

Examples

Example #1: integrating and projecting radiance onto L2 SH

SH::L2 radianceSH = SH::L2::Zero();
for(uint sampleIndex = 0; sampleIndex < NumSamples; ++sampleIndex)
{
    float2 u1u2 = RandomFloat2(sampleIndex, NumSamples);
    float3 sampleDirection = SampleDirectionSphere(u1u2);
    float3 sampleRadiance = CalculateIncomingRadiance(sampleDirection);
    radianceSH += SH::ProjectOntoL2(sampleDirection, sampleRadiance);
}
radianceSH *= 1.0f / (NumSamples * SampleDirectionSphere_PDF());

Example #2: calculating diffuse lighting for a surface from radiance projected onto L2 SH

SH::L2 radianceSH = FetchRadianceSH(surfacePosition);
float3 diffuseLighting = SH::CalculateIrradiance(radianceSH, surfaceNormal) * (diffuseAlbedo / Pi);

Testing

Currently there is just a simple compute shader (CompileTest.hlsl) intended for testing that all of the functions compile successfully for all valid template types. Running CompileTest.bat will invoke compilation. dxc.exe + dxcompiler.dll + dxil.dll can be dropped into the same directory as the batch file to use a specific version of the compiler.

License

SH.hlsli is licensed under the MIT license

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