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In order to render images with as low noise and as fast convergence as possible, it is important to use samples that do not clump and do not leave large parts of the sampling domain empty.  We call such samples well stratified.

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In order to look up in one of the pre-generated sample tables one needs to specify which table to use and which sample number is requested.  RenderMan provides a convenient abstraction class and API for this, called RixRNG.  The API is defined in the include/RixRNG.h header file (and the implementation of PMJ table lookups are in the include/RixRNGProgressive.h header file).  The purpose of the abstraction is that authors of Bxdfs and  and Integrators do  do not have to worry about explicit indexing, sample counting, table lookups, etc.

The SampleCtx struct

A sample context (SampleCtx) consists of two unsigned integers: patternid and  and sampleid.  Patternid is  Patternid is a 32-bit pattern that gets mapped to one of the built-in PMJ sample tables, and sampleid determines  determines which of the samples in the table to use.  Camera rays are initialized such that samples in a given pixel will have the same patternid; typically, the first sample in each pixel will have sampleid 0 0, the next sample in the pixel will have sample id 1 sampleid 1, etc.

The RixRNG class class

The "RNG" part of RixRNG stands  stands for "Random Number Generator" even though the samples are not random at all.  The RixRNG class  class is basically just a wrapper around an array of per-shading-point sample contexts (SampleCtxArray) and an integer (numPts) specifying how many sample contexts there are in the array.  There is typically one SampleCtx for  for each point in a ray shading batch.  The RixRNG wrapper  wrapper class makes it convenient to generate sample points (or new sample domains) for an entire ray shading batch with just a single function call.

Generating samples

There are six different functions to generate samples: 

  • GenerateSample1D()
  • GenerateSample2D()
  • GenerateSample3D()
  • DrawSample1D()
  • DrawSample2D()
  • DrawSample3D()

The Generate GenerateSample functions increment the sample context sampleid; Draw functions do DrawSample functions do not.

There are also six multipoint functions that generate samples for all points in a RixRNG:

  • GenerateSamples1D()
  • GenerateSamples2D()
  • GenerateSamples3D()
  • DrawSamples1D()
  • DrawSamples2D()
  • DrawSamples3D()


Example:  Bxdf GenerateSample() functions  functions need 2D samples to generate sample directions.  The GenerateSample() functions  functions have a RixRNG input  input parameter (often called "rng") for this purpose.  The  The RixRNG's sampleCtxArray contains  contains numPts sample  sample contexts, where numPts is  is the number of shading points to generate sample directions for.  Each sample context keeps track of the patternid and  and sampleid for  for that shading point.  In order to get a 2D sample for each shading point, a single call to RixRNG::DrawSamples2D() is  is sufficient:

Code Block
  RtFloat2 *xi = (RtFloat2 *) RixAlloca(sizeof(RtFloat2) * numPts);
  rng->DrawSamples2D(xi);   // fill in xi array with numPts 2D samples

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By convention, Bxdfs call the DrawSamples?DDrawSamples1D() functions, DrawSamples2D(), and/or DrawSamples3D() functions.  These functions do not increment the sampleids.  This means that an Integrator calling a Bxdf has to do this incrementing after the Bxdf call – otherwise multiple bxdf samples will be the same sample value, ie. the same direction.  Similar for light sampling and indirect illumination sampling: the Integrator has to increment the sampleids after  after the samples have been used.  This is easily done by looping over all the sample contexts in a RixRNG like  like this:

Code Block
for (int i = 0; i < numPts; i++)
    sampleCtxArray[i].sampleid++;


Generating new sample domains (new patternids)

We need different sample sequences for each combination of pixel, ray depth, and domain (bxdf lobes, area lights, indirect illumination, etc.).  (If the same sample sequence was used for everything, there would be correlation between samples and the image would not converge.)  RenderMan internally selects sample sequences for pixel position (for anti-aliasing), lens position (for depth-of-field), and time (for motion blur), and sets up an initial patternid (bit pattern) and sampleid for  for camera ray hit points.  All sample sequences used by Bxdfs and light source sampling need to be set up in the Integrators calling them: separate domains for bxdf, light sources, and indirect illumination derived from the parent domains – and then new domains again at the next bounce (derived from those at the first bounce), etc.  This is accomplished by calling one of the the NewDomain*() functions functions.  The NewDomain*() functions  functions create a new patternid based  based on a hash of the parent RixRNG's patternid and  and a scramble bit-pattern.

Here "domain" actually just means a different patternid bit bit-pattern.  The name "domain" was chosen because typically a different patternid is  is used for bxdf sampling, light source sampling, etc., with the bxdf and light sources being different "sample domains".

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There are three SampleCtx functions to generate a new SampleCtx based on an existing one, but with a different patternid: NewDomain(), NewDomainDistrib(), and newDomainSplit NewDomainSplit().

SampleCtx NewDomain(Scramble scramble);

The simplest function is NewDomain().  Given a (32-bit unsigned int) "scramble" bit-pattern and an existing "parent" sampleCtx, it returns a new sampleCtx with  with a patternid that  that is different from the existing one (and a sampleid that  that is the same as the existing one).  Pass a different scramble bit-pattern for different sample domains: bxdfs, light source sampling, etc.  As mentioned above, the Scramble type is just an unsigned int, but made into a distinct type for type safety.

SampleCtx NewDomainDistrib(Scramble scramble, unsigned newsampleid);

The NewDomainDistrib() function  function is similar, but should be used where the new domain's expected number of samples differs from that of the parent and repeated visits may nor may not have the same sample count or may consume differing numbers of samples: distribution sampling.  This function generates an independent sample domain where the samples in that domain are stratified with respect to each other, but not with respect to previous or future samples in the same pixel.  The sampleid of the new SampleCtx is set to the value of the 'newsampleid' parameter.

SampleCtx NewDomainSplit(Scramble scramble, unsigned newnumsamples);

new patternid depends on the scramble bits, the parent's patternid, and the current sampleid – including the sampleid ensures that there is a new, independent sample distribution for every iteration.  The sampleid of the new SampleCtx is set to the value of the 'newsampleid' parameter.  In normal use, the new domain should be created with newsampleid = 0, and then the sampleid should be incremented every time a new sample from that domain has been used.

SampleCtx NewDomainSplit(Scramble scramble, unsigned newnumsamples);

The NewDomainSplit() function is also similar to NewDomain(), but should be used The NewDomainSplit() function is also similar to NewDomain(), but should be used where every visit will consume the same number of samples, and it is expected that all sibling visits will also always result in the drawing of a new domain – thus exploring the full space.   A fancy term for this is "trajectory splitting".  (If newnumsamples is  is 1 this call is the same as NewDomain(scramble).)

This ensures that you will get consecutive samples from a single sample sequence, with 'newnumsamples' samples  samples for each iteration.  I.e. you will get the exact same samples values as if you had shot 'newnumsamples' as  as many camera rays and only 1 sample at each camera hit.  In the NewDomainSplit() function function, there is a line with the following: newd.sampleid *= newnumsamples.  That means skipping ahead in the sequence by the splitting branching factor 'newnumsamples', thereby ensuring that the combined samples are consecutive and non-overlapping.

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There are also similar functions in the RixRNG class  class that can fill in new domains (patternids) for an entire array of sample contexts (RixRNG sampleCtxArray): NewDomains(), NewDomainsDistrib(), and NewDomainsSplit().

The scramble patterns can be any 32-bit pattern, but it is important that the bit pattern to generate different new domains are different.  For example, if an Integrator is generating new domains for bxdf and light source sampling, those should use different scramble bit patterns.  Otherwise there will be correlation between bxdf and light source sampling, leading to visible artifacts and poor convergence – or even no convergence at all!  Examples of bit patterns used in the PxrPathTracer Integrator are 0x2d96c92b, 0x3917fe2e, and 0xdeb189cf; there isn't anything particular about these bit patterns, the main point is that they are "random" and different.

): NewDomains(), NewDomainsDistrib(), and NewDomainsSplit().

The scramble bit patterns can be any 32-bit pattern, but it is important that the scramble bit pattern to generate different new domains are different.  For example, if an Integrator is generating new domains for bxdf and light source sampling, those should use different scramble bit patterns.  Otherwise there will be correlation between bxdf and light source sampling, leading to visible artifacts and poor convergence – or even no convergence at all!  Examples of bit patterns used in the PxrPathTracer Integrator are 0x2d96c92b, 0x3917fe2e, and 0xdeb189cf; there isn't anything particular about these bit patterns, the main point is that they are "random" and different.  The same scramble bit patterns can be used at different ray depths because the parent ray's patternids will differ, so when we generate a new patternid based on a different parent patternid and the same scramble, the new patternid will be different.

Integrators call RixRNG constructors Integrators call RixRNG constructors to set up sample domains for bxdfs lobe selection and sampling, light selection and sampling, stochastic transmission, volume scattering, and several other things.  

There are several different RixRNG constructors constructors.  The simplest ones are simply passed an already allocated sample context array and its size, and assigns these to the RixRNG sampleCtxArray and  and numPts member  member variables.  The data in the sampleCtxArray (patternids and sampleids) can be filled in before or after the RixRNG constructor  constructor call.  The more fancy RixRNG constructors  constructors construct a new RixRNG based on an existing one and fills in all the sampleCtxArray values  values – optionally with splitting or distribution.  These fancy constructors are convenient when the number (and order) of shading points in the new new RixRNG matches  matches the shading points in the parent RNG.  If the number (or order) is different, then the sample contexts in the new RixRNG has  has to be initialized individually – as in the following example.

Example:  Here is an example where a sampleCtxArray is  is allocated, a RixRNG is  is constructed (containing that sampleCtxArray), and the RixRNG's sampleCtxArray is  is initialized by by looping over shading points:

Code Block
  SampleCtx* samplectxarray = new SampleCtx[numPts];
  RixRNG rng(parentRNGparentRng, samplectxarray, numPts);
  RixRNG::Scramble scramble = static_cast<RixRNG::Scramble>(0x8732f9a1)
  for (int pt = 0; pt < numPts; pt++)
  {
    int index = shadingContext->integratorCtxIndex[pt];
    samplectxarray[pt] = parentRNG→NewDomainsplitparentRng→NewDomainSplit(index, scramble, 4);
  }

Here the scramble bit-pattern is 0x8732f9a1 and the splitting factor is 4.

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This section contains a few practical tips for how to use the samples returned by the RixRNG DrawSample* and  and GenerateSample* API  API functions.

Mapping samples

The samples returned by the DrawSample2D() and  and GenerateSamples2D() functions  functions are in the unit square.  It is often necessary to map from the unit square to other domains.  Example: uniform sampling a disk with a given radius can be done by picking a radius proportional to the square root of a sample between 0 and 1, and an angle between 0 and 2pi, and then computing the xy position corresponding to that radius and angle:

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Other common mappings map samples to the surface of a sphere, hemisphere, or cylinder, map samples to directions proportional to a glossy bxdf lobe, and so on.

Shirley remapping

We often need to combine a selection between sub-domains and generation of positions (or directions) on one of those sub-domains.  For example: select a light source and generate a sample position on that light source, or select a bxdf lobe and generate a sample direction proportional to that lobe.  

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This method of using 2D samples to both choose between sample sub-domains and at the same time stretching the samples from the chosen sub-domain to provide stratified 2D sample points is implemented in the RixChooseAndRemap() function in the RixShadingUtils.h include file.

Path splitting vs distribution ray tracing

Path splitting and distribution ray tracing were mentioned above (in the description of the various NewDomain*() functions).  But when is it appropriate to use which?  A couple examples should provide some guidance:

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Resort to distribution ray tracing if there is no fixed branching factor.  For example, if some specular ray hit points spawn 16 new sample directions but other specular ray hit points (perhaps with a lower throughput) only spawn 4 or even 1 new sample directions.  In this case there is no simple way to compute the offset into a combined sample sequence.  Instead the 16 (or 4) sample directions are stratified with respect to each other, but not with respect to any other samples for that same pixel.  (If only 1 new sample direction is spawned then there is no stratification at all.)

Uniform random samples

Non-stratified samples similar to e.g. drand48() can  can be obtained by calling the HashToRandom() function function.  It computes a repeatable random float between 0 and 1 given two unsigned int inputs, for example patternid and  and sampleid.  Using the same patternid and  and continuously incrementing sampleid gives  gives a sequence of samples with good statistical variation – similar to drand48().  The HashToRandom() function  function is repeatable (i.e. the same two inputs always give the same output), and has no multi-threaded contention (whereas drand48() has  has notoriously bad cache line contention, hampering multi-threaded performance).  HashToRandom HashToRandom() is  is located in the RixRNGInline.h include  include file.

Advanced topic: Details of PMJ table lookup implementation

In the introduction above we wrote that patternid is  is used to choose the PMJ table, and sampleid is  is used to choose the sample in that table.  If we had 2^32 pre-generated PMJ tables it really would be as simple as that.  However, in practice we have only 384 different PMJ tables, so we have to be a bit inventive to make it look like we have many, many different tables even though we don't.  The trick – implemented in include/RixRNGProgressive.h – h – is to further "randomize" the samples in the tables.  This randomization is done with scrambling of the sample values and shuffling of the sample order.  First the patternid is  is mapped to one of the 384 PMJ tables with a repeatable hash function.  Then the sampleid is  is shuffled a bit by carefully swapping neighbor samples and groups of four samples.  (Such local shuffling does not affect the convergence properties of each sample sequence, but decorrelates sample sequences such that they can be safely combined with each other.)  Finally the mantissa bits of the floating-point sample values are scrambled using the patternid  – this scrambling changes the sample values while preserving their stratification.

Another practical detail is that even though PMJ sequences theoretically have infinitely many samples, in practice we limit each PMJ table to 4096 samples to keep memory use reasonable.  When more than 4096 samples per pixel are used – i.e. sampleid values  sampleid values higher than 4096 – we look up from the beginning of another PMJ table (also with 4096 samples).  So the samples beyond 4096 are still stratified, just not quite as well stratified with respect to the first 4096 samples as if we had had larger tables.  For more than 8188 samples per pixel we move to yet another table, and so on.  In the unlikely case that more than 196608 samples per pixel are used, we run out of tables – in this case the samples revert to unstratified, uniform (but deterministic) pseudorandom samples generated with the HashToRandom() function described above.

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It is possible to override the default PMJ samples if other sample sequences are desired.  This is scary stuff, but can be useful for experimenting with e.g. primary-space Metropolis rendering algorithms or adaptive progressive photon mapping.  The Generator class provides a way to intercept sample generation: when a custom Generator has been specified, it automatically gets called when e.g. a Bxdf or light sampling calls one of the GenerateSample*() or  or DrawSample*() functions functions.  Some of the RixRNG constructors  constructors can be passed an explicit pointer to a Generator.

For example, for debugging purposes it can be useful to have all samples generated by drand48().  (Note that drand48() is  is very bad for regular use: convergence is slow since its values are not stratified, and it has cache line contention for access to its internal state, which slows down multi-threaded executions.)  Here is a snippet of code from a Generator that calls drand48():

Code Block
class RandomSampler : public RixRNG::Generator
{
    ...


    // Generate a uniformly distributed pseudorandom sample in [0,1)
    virtual float Sample1D(const RixRNG::SampleCtx &sc, unsigned i) const   // both params are ignored
    {
        float x = drand48();
        if (x >= 1.0f) x -= 1.0f;   // this can happen due to rounding double to float
        return x;
    }


    ... similar Sample2D() and Sample3D() functions ...
    
    // Fill in float array 'xis' with pseudorandom samples in [0,1)
    virtual void MultiSample1D(unsigned n, const RixRNG::SampleCtx &sc, float *xis) const
    {
        for (int i = 0; i < n; i++)
        {
            float x = drand48();
            if (x >= 1.0f) x -= 1.0f;   // this can happen due to rounding double to float
            xis[i] = x;
        }
    }


    ... similar MultiSample2D() and MultiSample3D() functions ...
    
}

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