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<!DOCTYPE html>
<meta charset="utf-8">
<link rel="icon" type="image/png" href="../favicon.png">
<!-- Markdeep: https://casual-effects.com/markdeep/ -->
**Ray Tracing: The Rest of Your Life**
[Peter Shirley][], [Trevor David Black][], [Steve Hollasch][]
<br>
Version 4.0.0-alpha.2, 2024-04-07
<br>
Copyright 2018-2024 Peter Shirley. All rights reserved.
Overview
====================================================================================================
In _Ray Tracing in One Weekend_ and _Ray Tracing: the Next Week_, you built a “real” ray tracer.
If you are motivated, you can take the source and information contained in those books to implement
any visual effect you want. The source provides a meaningful and robust foundation upon which to
build out a raytracer for a small hobby project. Most of the visual effects found in commercial ray
tracers rely on the techniques described in these first two books. However, your capacity to add
increasingly complicated visual effects like subsurface scattering or nested dielectrics will be
severely limited by a missing mathematical foundation. In this volume, I assume that you are either
a highly interested student, or are someone who is pursuing a career related to ray tracing. We will
be diving into the math of creating a very serious ray tracer. When you are done, you should be well
equipped to use and modify the various commercial ray tracers found in many popular domains, such as
the movie, television, product design, and architecture industries.
There are many many things I do not cover in this short volume. For example, there are many ways of
writing Monte Carlo rendering programs--I dive into only one of them. I don’t cover shadow rays
(deciding instead to make rays more likely to go toward lights), nor do I cover bidirectional
methods, Metropolis methods, or photon mapping. You'll find many of these techniques in the
so-called "serious ray tracers", but they are not covered here because it is more important to cover
the concepts, math, and terms of the field. I think of this book as a deep exposure that should be
your first of many, and it will equip you with some of the concepts, math, and terms that you'll
need in order to study these and other interesting techniques.
I hope that you find the math as fascinating as I do.
See the [project README][readme] file for information about this project, the repository on GitHub,
directory structure, building & running, and how to make or reference corrections and contributions.
As before, see [our Further Reading wiki page][wiki-further] for additional project related
resources.
These books have been formatted to print well directly from your browser. We also include PDFs of
each book [with each release][releases], in the "Assets" section.
Thanks to everyone who lent a hand on this project. You can find them in the acknowledgments section
at the end of this book.
A Simple Monte Carlo Program
====================================================================================================
Let’s start with one of the simplest Monte Carlo programs. If you're not familiar with Monte Carlo
programs, then it'll be good to pause and catch you up. There are two kinds of randomized
algorithms: Monte Carlo and Las Vegas. Randomized algorithms can be found everywhere in computer
graphics, so getting a decent foundation isn't a bad idea. A randomized algorithm uses some amount
of randomness in its computation. A Las Vegas (LV) random algorithm always produces the correct
result, whereas a Monte Carlo (MC) algorithm _may_ produce a correct result--and frequently gets it
wrong! But for especially complicated problems such as ray tracing, we may not place as huge a
priority on being perfectly exact as on getting an answer in a reasonable amount of time. LV
algorithms will eventually arrive at the correct result, but we can't make too many guarantees on
how long it will take to get there. The classic example of an LV algorithm is the _quicksort_
sorting algorithm. The quicksort algorithm will always complete with a fully sorted list, but, the
time it takes to complete is random. Another good example of an LV algorithm is the code that we use
to pick a random point in a unit sphere:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
inline vec3 random_in_unit_sphere() {
while (true) {
auto p = vec3::random(-1,1);
if (p.length_squared() < 1)
return p;
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [las-vegas-algo]: <kbd>[vec3.h]</kbd> A Las Vegas algorithm]
This code will always eventually arrive at a random point in the unit sphere, but we can't say
beforehand how long it'll take. It may take only 1 iteration, it may take 2, 3, 4, or even longer.
Whereas, an MC program will give a statistical estimate of an answer, and this estimate will get
more and more accurate the longer you run it. Which means that at a certain point, we can just
decide that the answer is accurate _enough_ and call it quits. This basic characteristic of simple
programs producing noisy but ever-better answers is what MC is all about, and is especially good for
applications like graphics where great accuracy is not needed.
Estimating Pi
--------------
The canonical example of a Monte Carlo algorithm is estimating $\pi$, so let's do that. There are
many ways to estimate $\pi$, with the Buffon Needle problem being a classic case study. We’ll do a
variation inspired by this method. Suppose you have a circle inscribed inside a square:
![Figure [circ-square]: Estimating π with a circle inside a square
](../images/fig-3.01-circ-square.jpg)
Now, suppose you pick random points inside the square. The fraction of those random points that end
up inside the circle should be proportional to the area of the circle. The exact fraction should in
fact be the ratio of the circle area to the square area:
$$ \frac{\pi r^2}{(2r)^2} = \frac{\pi}{4} $$
<div class='together'>
Since the $r$ cancels out, we can pick whatever is computationally convenient. Let’s go with $r=1$,
centered at the origin:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include <iostream>
#include <iomanip>
#include <math.h>
#include <stdlib.h>
int main() {
int N = 100000;
int inside_circle = 0;
for (int i = 0; i < N; i++) {
auto x = random_double(-1,1);
auto y = random_double(-1,1);
if (x*x + y*y < 1)
inside_circle++;
}
std::cout << std::fixed << std::setprecision(12);
std::cout << "Estimate of Pi = " << (4.0 * inside_circle) / N << '\n';
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [estpi-1]: <kbd>[pi.cc]</kbd> Estimating π]
The answer of $\pi$ found will vary from computer to computer based on the initial random seed. On
my computer, this gives me the answer `Estimate of Pi = 3.143760000000`.
</div>
Showing Convergence
--------------------
If we change the program to run forever and just print out a running estimate:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include <iostream>
#include <iomanip>
#include <math.h>
#include <stdlib.h>
int main() {
int inside_circle = 0;
int runs = 0;
std::cout << std::fixed << std::setprecision(12);
while (true) {
runs++;
auto x = random_double(-1,1);
auto y = random_double(-1,1);
if (x*x + y*y < 1)
inside_circle++;
if (runs % 100000 == 0)
std::cout << "Estimate of Pi = "
<< (4.0 * inside_circle) / runs
<< '\n';
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [estpi-2]: <kbd>[pi.cc]</kbd> Estimating π, v2]
Stratified Samples (Jittering)
-------------------------------
We get very quickly near $\pi$, and then more slowly zero in on it. This is an example of the _Law
of Diminishing Returns_, where each sample helps less than the last. This is the worst part of Monte
Carlo. We can mitigate this diminishing return by _stratifying_ the samples (often called
_jittering_), where instead of taking random samples, we take a grid and take one sample within
each:
![Figure [jitter]: Sampling areas with jittered points](../images/fig-3.02-jitter.jpg)
<div class='together'>
This changes the sample generation, but we need to know how many samples we are taking in advance
because we need to know the grid. Let’s take a million and try it both ways:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include <iostream>
#include <iomanip>
int main() {
int inside_circle = 0;
int inside_circle_stratified = 0;
int sqrt_N = 1000;
for (int i = 0; i < sqrt_N; i++) {
for (int j = 0; j < sqrt_N; j++) {
auto x = random_double(-1,1);
auto y = random_double(-1,1);
if (x*x + y*y < 1)
inside_circle++;
x = 2*((i + random_double()) / sqrt_N) - 1;
y = 2*((j + random_double()) / sqrt_N) - 1;
if (x*x + y*y < 1)
inside_circle_stratified++;
}
}
std::cout << std::fixed << std::setprecision(12);
std::cout
<< "Regular Estimate of Pi = "
<< (4.0 * inside_circle) / (sqrt_N*sqrt_N) << '\n'
<< "Stratified Estimate of Pi = "
<< (4.0 * inside_circle_stratified) / (sqrt_N*sqrt_N) << '\n';
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [estpi-3]: <kbd>[pi.cc]</kbd> Estimating π, v3]
</div>
<div class='together'>
On my computer, I get:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Regular Estimate of Pi = 3.141184000000
Stratified Estimate of Pi = 3.141460000000
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Where the first 12 decimal places of pi are:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.141592653589
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</div>
Interestingly, the stratified method is not only better, it converges with a better asymptotic rate!
Unfortunately, this advantage decreases with the dimension of the problem (so for example, with the
3D sphere volume version the gap would be less). This is called the _Curse of Dimensionality_. Ray
tracing is a very high-dimensional algorithm, where each reflection adds two new dimensions:
$\phi_o$ and $\theta_o$. We won't be stratifying the output reflection angle in this book, simply
because it is a little bit too complicated to cover, but there is a lot of interesting research
currently happening in this space.
As an intermediary, we'll be stratifying the locations of the sampling positions around each pixel
location.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include "camera.h"
#include "hittable_list.h"
#include "material.h"
#include "quad.h"
#include "sphere.h"
int main() {
hittable_list world;
auto red = make_shared<lambertian>(color(.65, .05, .05));
auto white = make_shared<lambertian>(color(.73, .73, .73));
auto green = make_shared<lambertian>(color(.12, .45, .15));
auto light = make_shared<diffuse_light>(color(15, 15, 15));
// Cornell box sides
world.add(make_shared<quad>(point3(555,0,0), vec3(0,0,555), vec3(0,555,0), green));
world.add(make_shared<quad>(point3(0,0,555), vec3(0,0,-555), vec3(0,555,0), red));
world.add(make_shared<quad>(point3(0,555,0), vec3(555,0,0), vec3(0,0,555), white));
world.add(make_shared<quad>(point3(0,0,555), vec3(555,0,0), vec3(0,0,-555), white));
world.add(make_shared<quad>(point3(555,0,555), vec3(-555,0,0), vec3(0,555,0), white));
// Light
world.add(make_shared<quad>(point3(213,554,227), vec3(130,0,0), vec3(0,0,105), light));
// Box 1
shared_ptr<hittable> box1 = box(point3(0,0,0), point3(165,330,165), white);
box1 = make_shared<rotate_y>(box1, 15);
box1 = make_shared<translate>(box1, vec3(265,0,295));
world.add(box1);
// Box 2
shared_ptr<hittable> box2 = box(point3(0,0,0), point3(165,165,165), white);
box2 = make_shared<rotate_y>(box2, -18);
box2 = make_shared<translate>(box2, vec3(130,0,65));
world.add(box2);
camera cam;
cam.aspect_ratio = 1.0;
cam.image_width = 600;
cam.samples_per_pixel = 64;
cam.max_depth = 50;
cam.background = color(0,0,0);
cam.vfov = 40;
cam.lookfrom = point3(278, 278, -800);
cam.lookat = point3(278, 278, 0);
cam.vup = vec3(0, 1, 0);
cam.defocus_angle = 0;
cam.render(world);
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [estpi-3]: <kbd>[main.cc]</kbd> Stratifying the samples inside pixels]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
class camera {
public:
...
void render(const hittable& world) {
initialize();
std::cout << "P3\n" << image_width << ' ' << image_height << "\n255\n";
for (int j = 0; j < image_height; j++) {
std::clog << "\rScanlines remaining: " << (image_height - j) << ' ' << std::flush;
for (int i = 0; i < image_width; i++) {
color pixel_color(0,0,0);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
for (int s_j = 0; s_j < sqrt_spp; s_j++) {
for (int s_i = 0; s_i < sqrt_spp; s_i++) {
ray r = get_ray(i, j, s_i, s_j);
pixel_color += ray_color(r, max_depth, world);
}
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
write_color(std::cout, pixel_samples_scale * pixel_color);
}
}
std::clog << "\rDone. \n";
}
...
private:
int image_height; // Rendered image height
double pixel_samples_scale; // Color scale factor for a sum of pixel samples
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
int sqrt_spp; // Square root of number of samples per pixel
double recip_sqrt_spp; // 1 / sqrt_spp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
point3 center; // Camera center
...
void initialize() {
image_height = int(image_width / aspect_ratio);
image_height = (image_height < 1) ? 1 : image_height;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
sqrt_spp = int(sqrt(samples_per_pixel));
pixel_samples_scale = 1.0 / (sqrt_spp * sqrt_spp);
recip_sqrt_spp = 1.0 / sqrt_spp;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
center = lookfrom;
...
}
...
ray get_ray(int i, int j, int s_i, int s_j) const {
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
// Construct a camera ray originating from the defocus disk and directed at a randomly
// sampled point around the pixel location i, j for stratified sample square s_i, s_j.
auto offset = sample_square_stratified(s_i, s_j);
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
auto pixel_sample = pixel00_loc
+ ((i + offset.x()) * pixel_delta_u)
+ ((j + offset.y()) * pixel_delta_v);
auto ray_origin = (defocus_angle <= 0) ? center : defocus_disk_sample();
auto ray_direction = pixel_sample - ray_origin;
auto ray_time = random_double();
return ray(ray_origin, ray_direction, ray_time);
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight
vec3 sample_square_stratified(int s_i, int s_j) const {
// Returns the vector to a random point in the square sub-pixel specified by grid
// indices s_i and s_j, for an idealized unit square pixel [-.5,-.5] to [+.5,+.5].
auto px = ((s_i + random_double()) * recip_sqrt_spp) - 0.5;
auto py = ((s_j + random_double()) * recip_sqrt_spp) - 0.5;
return vec3(px, py, 0);
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
vec3 sample_square() const {
...
}
...
};
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [render-estpi-3]: <kbd>[camera.h]</kbd> Stratifying the samples inside pixels (render)]
<div class='together'>
If we compare the results from without stratification:
![<span class='num'>Image 1:</span> Cornell box, no stratification
](../images/img-3.01-cornell-no-strat.png class='pixel')
</div>
<div class='together'>
To after, with stratification:
![<span class='num'>Image 2:</span> Cornell box, with stratification
](../images/img-3.02-cornell-strat.png class='pixel')
You should, if you squint, be able to see sharper contrast at the edges of planes and at the edges
of boxes. The effect will be more pronounced at locations that have a higher frequency of change.
High frequency change can also be thought of as high information density. For our cornell box scene,
all of our materials are matte, with a soft area light overhead, so the only locations of high
information density are at the edges of objects. The effect will be more obvious with textures and
reflective materials.
If you are ever doing single-reflection or shadowing or some strictly 2D problem, you definitely
want to stratify.
</div>
One Dimensional Monte Carlo Integration
====================================================================================================
Our Buffon Needle example is a way of calculating $\pi$ by solving for the ratio of the area of the
circle and the area of the circumscribed square:
$$ \frac{\operatorname{area}(\mathit{circle})}{\operatorname{area}(\mathit{square})}
= \frac{\pi}{4}
$$
We picked a bunch of random points in the circumscribed square and counted the fraction of them that
were also in the unit circle. This fraction was an estimate that tended toward $\frac{\pi}{4}$ as
more points were added. If we didn't know the area of a circle, we could still solve for it using
the above ratio. We know that the ratio of areas of the unit circle and the circumscribed square is
$\frac{\pi}{4}$, and we know that the area of a circumscribed square is $4r^2$, so we could then use
those two quantities to get the area of a circle:
$$ \frac{\operatorname{area}(\mathit{circle})}{\operatorname{area}(\mathit{square})}
= \frac{\pi}{4}
$$
$$ \frac{\operatorname{area}(\mathit{circle})}{(2r)^2} = \frac{\pi}{4} $$
$$ \operatorname{area}(\mathit{circle}) = \frac{\pi}{4} 4r^2 $$
$$ \operatorname{area}(\mathit{circle}) = \pi r^2 $$
We choose a circle with radius $r = 1$ and get:
$$ \operatorname{area}(\mathit{circle}) = \pi $$
<div class='together'>
Our work above is equally valid as a means to solve for $pi$ as it is a means to solve for the area
of a circle:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include <iostream>
#include <iomanip>
#include <math.h>
#include <stdlib.h>
int main() {
int N = 100000;
int inside_circle = 0;
for (int i = 0; i < N; i++) {
auto x = random_double(-1,1);
auto y = random_double(-1,1);
if (x*x + y*y < 1)
inside_circle++;
}
std::cout << std::fixed << std::setprecision(12);
std::cout << "Estimated area of unit circle = " << (4.0 * inside_circle) / N << '\n';
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [estunitcircle]: <kbd>[pi.cc]</kbd> Estimating area of unit circle]
</div>
Expected Value
--------------
Let's take a step back and think about our Monte Carlo algorithm a little bit more generally.
If we assume that we have all of the following:
1. A list of values $X$ that contains members $x_i$:
$$ X = (x_0, x_1, ..., x_{N-1}) $$
2. A continuous function $f(x)$ that takes members from the list:
$$ y_i = f(x_i) $$
3. A function $F(X)$ that takes the list $X$ as input and produces the list $Y$ as output:
$$ Y = F(X) $$
4. Where output list $Y$ has members $y_i$:
$$ Y = (y_0, y_1, ..., y_{N-1}) = (f(x_0), f(x_1), ..., f(x_{N-1})) $$
If we assume all of the above, then we could solve for the arithmetic mean--the average--of the list
$Y$ with the following:
$$ \operatorname{average}(Y) = E[Y] = \frac{1}{N} \sum_{i=0}^{N-1} y_i $$
$$ = \frac{1}{N} \sum_{i=0}^{N-1} f(x_i) $$
$$ = E[F(X)] $$
Where $E[Y]$ is referred to as the _expected value of_ $Y$. If the values of $x_i$ are chosen
randomly from a continuous interval $[a,b]$ such that $ a \leq x_i \leq b $ for all values of $i$,
then $E[F(X)]$ will approximate the average of the continuous function $f(x')$ over the the same
interval $ a \leq x' \leq b $.
$$ E[f(x') | a \leq x' \leq b] \approx E[F(X) | X =
\{\small x_i | a \leq x_i \leq b \normalsize \} ] $$
$$ \approx E[Y = \{\small y_i = f(x_i) | a \leq x_i \leq b \normalsize \} ] $$
$$ \approx \frac{1}{N} \sum_{i=0}^{N-1} f(x_i) $$
If we take the number of samples $N$ and take the limit as $N$ goes to $\infty$, then we get the
following:
$$ E[f(x') | a \leq x' \leq b] = \lim_{N \to \infty} \frac{1}{N} \sum_{i=0}^{N-1} f(x_i) $$
Within the continuous interval $[a,b]$, the expected value of continuous function $f(x')$ can be
perfectly represented by summing an infinite number of random points within the interval. As this
number of points approaches $\infty$ the average of the outputs tends to the exact answer. This is a
Monte Carlo algorithm.
Sampling random points isn't our only way to solve for the expected value over an interval. We can
also choose where we place our sampling points. If we had $N$ samples over an interval $[a,b]$ then
we could choose to equally space points throughout:
$$ x_i = a + i \Delta x $$
$$ \Delta x = \frac{b - a}{N} $$
Then solving for their expected value:
$$ E[f(x') | a \leq x' \leq b] \approx \frac{1}{N} \sum_{i=0}^{N-1} f(x_i)
\Big|_{x_i = a + i \Delta x} $$
$$ E[f(x') | a \leq x' \leq b] \approx \frac{\Delta x}{b - a} \sum_{i=0}^{N-1} f(x_i)
\Big|_{x_i = a + i \Delta x} $$
$$ E[f(x') | a \leq x' \leq b] \approx \frac{1}{b - a} \sum_{i=0}^{N-1} f(x_i) \Delta x
\Big|_{x_i = a + i \Delta x} $$
Take the limit as $N$ approaches $\infty$
$$ E[f(x') | a \leq x' \leq b] = \lim_{N \to \infty} \frac{1}{b - a} \sum_{i=0}^{N-1}
f(x_i) \Delta x \Big|_{x_i = a + i \Delta x} $$
This is, of course, just a regular integral:
$$ E[f(x') | a \leq x' \leq b] = \frac{1}{b - a} \int_{a}^{b} f(x) dx $$
If you recall your introductory calculus class, the integral of a function is the area under the
curve over that interval:
$$ \operatorname{area}(f(x), a, b) = \int_{a}^{b} f(x) dx$$
Therefore, the average over an interval is intrinsically linked with the area under the curve in
that interval.
$$ E[f(x) | a \leq x \leq b] = \frac{1}{b - a} \cdot \operatorname{area}(f(x), a, b) $$
Both the integral of a function and a Monte Carlo sampling of that function can be used to solve for
the average over a specific interval. While integration solves for the average with the sum of
infinitely many infinitesimally small slices of the interval, a Monte Carlo algorithm will
approximate the same average by solving the sum of ever increasing random sample points within the
interval. Counting the number of points that fall inside of an object isn't the only way to measure
its average or area. Integration is also a common mathematical tool for this purpose. If a closed
form exists for a problem, integration is frequently the most natural and clean way to formulate
things.
I think a couple of examples will help.
Integrating x²
---------------
Let’s look at a classic integral:
$$ I = \int_{0}^{2} x^2 dx $$
We could solve this using integration:
$$ I = \frac{1}{3} x^3 \Big|_{0}^{2} $$
$$ I = \frac{1}{3} (2^3 - 0^3) $$
$$ I = \frac{8}{3} $$
Or, we could solve the integral using a Monte Carlo approach. In computer sciency notation, we might
write this as:
$$ I = \operatorname{area}( x^2, 0, 2 ) $$
We could also write it as:
$$ E[f(x) | a \leq x \leq b] = \frac{1}{b - a} \cdot \operatorname{area}(f(x), a, b) $$
$$ \operatorname{average}(x^2, 0, 2) = \frac{1}{2 - 0} \cdot \operatorname{area}( x^2, 0, 2 ) $$
$$ \operatorname{average}(x^2, 0, 2) = \frac{1}{2 - 0} \cdot I $$
$$ I = 2 \cdot \operatorname{average}(x^2, 0, 2) $$
<div class='together'>
The Monte Carlo approach:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include <iostream>
#include <iomanip>
#include <math.h>
#include <stdlib.h>
int main() {
int a = 0;
int b = 2;
int N = 1000000;
auto sum = 0.0;
for (int i = 0; i < N; i++) {
auto x = random_double(a, b);
sum += x*x;
}
std::cout << std::fixed << std::setprecision(12);
std::cout << "I = " << (b - a) * (sum / N) << '\n';
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [integ-xsq-1]: <kbd>[integrate_x_sq.cc]</kbd> Integrating x^2]
</div>
<div class='together'>
This, as expected, produces approximately the exact answer we get with integration, _i.e._ $I =
8/3$. You could rightly point to this example and say that the integration is actually a lot less
work than the Monte Carlo. That might be true in the case where the function is $f(x) = x^2$, but
there exist many functions where it might be simpler to solve for the Monte Carlo than for the
integration, like $f(x) = sin^5(x)$.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
for (int i = 0; i < N; i++) {
auto x = random_double(a, b);
sum += pow(sin(x), 5.0);
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [integ-sin5]: Integrating sin^5]
</div>
<div class='together'>
We could also use the Monte Carlo algorithm for functions where an analytical integration does not
exist, like $f(x) = \ln(\sin(x))$.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
for (int i = 0; i < N; i++) {
auto x = random_double(a, b);
sum += log(sin(x));
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [integ-ln-sin]: Integrating ln(sin)]
</div>
In graphics, we often have functions that we can write down explicitly but that have a complicated
analytic integration, or, just as often, we have functions that _can_ be evaluated but that _can't_
be written down explicitly, and we will frequently find ourselves with a function that can _only_ be
evaluated probabilistically. The function `ray_color` from the first two books is an example of a
function that can only be determined probabilistically. We can’t know what color can be seen from
any given place in all directions, but we can statistically estimate which color can be seen from
one particular place, for a single particular direction.
Density Functions
------------------
The `ray_color` function that we wrote in the first two books, while elegant in its simplicity, has
a fairly _major_ problem. Small light sources create too much noise. This is because our uniform
sampling doesn’t sample these light sources often enough. Light sources are only sampled if a ray
scatters toward them, but this can be unlikely for a small light, or a light that is far away. If
the background color is black, then the only real sources of light in the scene are from the lights
that are actually placed about the scene. There might be two rays that intersect at nearby points on
a surface, one that is randomly reflected toward the light and one that is not. The ray that is
reflected toward the light will appear a very bright color. The ray that is reflected to somewhere
else will appear a very dark color. The two intensities should really be somewhere in the middle. We
could lessen this problem if we steered both of these rays toward the light, but this would cause
the scene to be inaccurately bright.
For any given ray, we usually trace from the camera, through the scene, and terminate at a light.
But imagine if we traced this same ray from the light source, through the scene, and terminated at
the camera. This ray would start with a bright intensity and would lose energy with each successive
bounce around the scene. It would ultimately arrive at the camera, having been dimmed and colored by
its reflections off various surfaces. Now, imagine if this ray was forced to bounce toward the
camera as soon as it could. It would appear inaccurately bright because it hadn't been dimmed by
successive bounces. This is analogous to sending more random samples toward the light. It would go a
long way toward solving our problem of having a bright pixel next to a dark pixel, but it would then
just make _all_ of our pixels bright.
We can remove this inaccuracy by downweighting those samples to adjust for the over-sampling. How do
we do this adjustment? Well, we'll first need to understand the concept of a _probability density
function_. But to understand the concept of a _probability density function_, we'll first need to
know what a _density function_ is.
A _density function_ is just the continuous version of a histogram. Here’s an example of a histogram
from the histogram Wikipedia page:
![Figure [histogram]: Histogram example](../images/fig-3.03-histogram.jpg)
If we had more items in our data source, the number of bins would stay the same, but each bin would
have a higher frequency of each item. If we divided the data into more bins, we'd have more bins,
but each bin would have a lower frequency of each item. If we took the number of bins and raised it
to infinity, we'd have an infinite number of zero-frequency bins. To solve for this, we'll replace
our histogram, which is a _discrete function_, with a _discrete density function_. A _discrete
density function_ differs from a _discrete function_ in that it normalizes the y-axis to a fraction
or percentage of the total, _i.e_ its density, instead of a total count for each bin. Converting
from a _discrete function_ to a _discrete density function_ is trivial:
$$ \text{Density of Bin i} = \frac{\text{Number of items in Bin i}}
{\text{Number of items total}} $$
Once we have a _discrete density function_, we can then convert it into a _density function_ by
changing our discrete values into continuous values.
$$ \text{Bin Density} = \frac{(\text{Fraction of trees between height }H\text{ and }H’)}
{(H-H’)} $$
So a _density function_ is a continuous histogram where all of the values are normalized against a
total. If we had a specific tree we wanted to know the height of, we could create a _probability
function_ that would tell us how likely it is for our tree to fall within a specific bin.
$$ \text{Probability of Bin i} = \frac{\text{Number of items in Bin i}}
{\text{Number of items total}} $$
If we combined our _probability function_ and our (continuous) _density function_, we could
interpret that as a statistical predictor of a tree’s height:
$$ \text{Probability a random tree is between } H \text{ and } H’ =
\text{Bin Density}\cdot(H-H’)$$
Indeed, with this continuous probability function, we can now say the likelihood that any given tree
has a height that places it within any arbitrary span of multiple bins. This is a _probability
density function_ (henceforth _PDF_). In short, a PDF is a continuous function that can be
integrated over to determine how likely a result is over an integral.
Constructing a PDF
-------------------
Let’s make a PDF and play around with it to build up an intuition. We'll use the following function:
![Figure [linear-pdf]: A linear PDF](../images/fig-3.04-linear-pdf.jpg)
What does this function do? Well, we know that a PDF is just a continuous function that defines the
likelihood of an arbitrary range of values. This function $p(r)$ is constrained between $0$ and $2$
and linearly increases along that interval. So, if we used this function as a PDF to generate a
random number then the _probability_ of getting a number near zero would be less than the
probability of getting a number near two.
The PDF $p(r)$ is a linear function that starts with $0$ at $r=0$ and monotonically increases to its
highest point at $p(2)$ for $r=2$. What is the value of $p(2)$? What is the value of $p(r)$? Maybe
$p(2)$ is 2? The PDF increases linearly from 0 to 2, so guessing that the value of $p(2)$ is 2 seems
reasonable. At least it looks like it can't be 0.
Remember that the PDF is a probability function. We are constraining the PDF so that it lies in the
range [0,2]. The PDF represents the continuous density function for a probabilistic list. If we know
that everything in that list is contained within 0 and 2, we can say that the probability of getting
a value between 0 and 2 is 100%. Therefore, the area under the curve must sum to 1:
$$ \operatorname{area}(p(r), 0, 2) = 1 $$
All linear functions can be represented as a constant term multiplied by a variable.
$$ p(r) = C \cdot r $$
We need to solve for the value of $C$. We can use integration to work backwards.
$$ 1 = \operatorname{area}(p(r), 0, 2) $$
$$ = \int_{0}^{2} C \cdot r dr $$
$$ = C \cdot \int_{0}^{2} r dr $$
$$ = C \cdot \frac{r^2}{2} \Big|_{0}^{2} $$
$$ = C ( \frac{2^2}{2} - \frac{0}{2} ) $$
$$ C = \frac{1}{2} $$
That gives us the PDF of $p(r) = r/2$. Just as with histograms we can sum up (integrate) the region
to figure out the probability that $r$ is in some interval $[x_0,x_1]$:
$$ \operatorname{Probability} (r | x_0 \leq r \leq x_1 )
= \operatorname{area}(p(r), x_0, x_1)
$$
$$ \operatorname{Probability} (r | x_0 \leq r \leq x_1 ) = \int_{x_0}^{x_1} \frac{r}{2} dr $$
To confirm your understanding, you should integrate over the region $r=0$ to $r=2$, you should get a
probability of 1.
After spending enough time with PDFs you might start referring to a PDF as the probability that a
variable $r$ is value $x$, _i.e._ $p(r=x)$. Don't do this. For a continuous function, the
probability that a variable is a specific value is always zero. A PDF can only tell you the
probability that a variable will fall within a given interval. If the interval you're checking
against is a single value, then the PDF will always return a zero probability because its "bin" is
infinitely thin (has zero width). Here's a simple mathematical proof of this fact:
$$ \operatorname{Probability} (r = x) = \int_{x}^{x} p(r) dr $$
$$ = P(r) \Big|_{x}^{x} $$
$$ = P(x) - P(x) $$
$$ = 0 $$
Finding the probability of a region surrounding x may not be zero:
$$ \operatorname{Probability} (r | x - \Delta x < r < x + \Delta x ) =
\operatorname{area}(p(r), x - \Delta x, x + \Delta x) $$
$$ = P(x + \Delta x) - P(x - \Delta x) $$
Choosing our Samples
--------------------
If we have a PDF for the function that we care about, then we have the probability that the function
will return a value within an arbitrary interval. We can use this to determine where we should
sample. Remember that this started as a quest to determine the best way to sample a scene so that we
wouldn't get very bright pixels next to very dark pixels. If we have a PDF for the scene, then we
can probabilistically steer our samples toward the light without making the image inaccurately
bright. We already said that if we steer our samples toward the light then we _will_ make the image
inaccurately bright. We need to figure out how to steer our samples without introducing this
inaccuracy, this will be explained a little bit later, but for now we'll focus on generating samples
if we have a PDF. How do we generate a random number with a PDF? For that we will need some more
machinery. Don’t worry -- this doesn’t go on forever!
<div class='together'>
Our random number generator `random_double()` produces a random double between 0 and 1. The number
generator is uniform between 0 and 1, so any number between 0 and 1 has equal likelihood. If our PDF
is uniform over a domain, say $[0,10]$, then we can trivially produce perfect samples for this
uniform PDF with
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
10.0 * random_double()
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</div>
That's an easy case, but the vast majority of cases that we're going to care about are nonuniform.
We need to figure out a way to convert a uniform random number generator into a nonuniform random
number generator, where the distribution is defined by the PDF. We'll just _assume_ that there
exists a function $f(d)$ that takes uniform input and produces a nonuniform distribution weighted by
PDF. We just need to figure out a way to solve for $f(d)$.
For the PDF given above, where $p(r) = \frac{r}{2}$, the probability of a random sample is higher
toward 2 than it is toward 0. There is a greater probability of getting a number between 1.8 and 2.0
than between 0.0 and 0.2. If we put aside our mathematics hat for a second and put on our computer
science hat, maybe we can figure out a smart way of partitioning the PDF. We know that there is a
higher probability near 2 than near 0, but what is the value that splits the probability in half?
What is the value that a random number has a 50% chance of being higher than and a 50% chance of
being lower than? What is the $x$ that solves:
$$ 50\% = \int_{0}^{x} \frac{r}{2} dr = \int_{x}^{2} \frac{r}{2} dr $$
Solving gives us:
$$ 0.5 = \frac{r^2}{4} \Big|_{0}^{x} $$
$$ 0.5 = \frac{x^2}{4} $$
$$ x^2 = 2$$
$$ x = \sqrt{2}$$
As a crude approximation we could create a function `f(d)` that takes as input `double d =
random_double()`. If `d` is less than (or equal to) 0.5, it produces a uniform number in
$[0,\sqrt{2}]$, if `d` is greater than 0.5, it produces a uniform number in $[\sqrt{2}, 2]$.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
double f(double d)
{
if (d <= 0.5)
return sqrt(2.0) * random_double();
else
return sqrt(2.0) + (2 - sqrt(2.0)) * random_double();
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [crude-approx]: A crude, first-order approximation to nonuniform PDF]
<div class='together'>
While our initial random number generator was uniform from 0 to 1:
![Figure [uniform-dist]: A uniform distribution](../images/fig-3.05-uniform-dist.jpg)
</div>
<div class='together'>
Our, new, crude approximation for $\frac{r}{2}$ is nonuniform (but only just):
![Figure [approx-f]: A nonuniform distribution for r/2](../images/fig-3.06-nonuniform-dist.jpg)
</div>
We had the analytical solution to the integration above, so we could very easily solve for the 50%
value. But we could also solve for this 50% value experimentally. There will be functions that we
either can't or don't want to solve for the integration. In these cases, we can get an experimental
result close to the real value. Let's take the function:
$$ p(x) = e^{\frac{-x}{2 \pi}} sin^2(x) $$
<div class='together'>
Which looks a little something like this:
![Figure [exp-sin2]: A function that we don't want to solve analytically
](../images/fig-3.07-exp-sin2.jpg)
</div>
<div class='together'>
At this point you should be familiar with how to experimentally solve for the area under a curve.
We'll take our existing code and modify it slightly to get an estimate for the 50% value. We want to
solve for the $x$ value that gives us half of the total area under the curve. As we go along and
solve for the rolling sum over N samples, we're also going to store each individual sample alongside
its `p(x)` value. After we solve for the total sum, we'll sort our samples and add them up until we
have an area that is half of the total. From $0$ to $2\pi$ for example:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++
#include "rtweekend.h"
#include <algorithm>
#include <vector>
#include <iostream>
#include <iomanip>
#include <math.h>
#include <cmath>
#include <stdlib.h>
struct sample {
double x;
double p_x;
};
bool compare_by_x(const sample& a, const sample& b) {
return a.x < b.x;
}
int main() {
unsigned int N = 10000;
double sum = 0.0;
// iterate through all of our samples
std::vector<sample> samples;
for (unsigned int i = 0; i < N; i++) {
// Get the area under the curve
auto x = random_double(0, 2*pi);
auto sin_x = sin(x);
auto p_x = exp(-x / (2*pi)) * sin_x * sin_x;
sum += p_x;
// store this sample
sample this_sample = {x, p_x};
samples.push_back(this_sample);
}
// Sort the samples by x
std::sort(samples.begin(), samples.end(), compare_by_x);
// Find out the sample at which we have half of our area
double half_sum = sum / 2.0;
double halfway_point = 0.0;
double accum = 0.0;
for (unsigned int i = 0; i < N; i++){
accum += samples[i].p_x;
if (accum >= half_sum) {
halfway_point = samples[i].x;
break;
}
}
std::cout << std::fixed << std::setprecision(12);
std::cout << "Average = " << sum / N << '\n';
std::cout << "Area under curve = " << 2 * pi * sum / N << '\n';
std::cout << "Halfway = " << halfway_point << '\n';
}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[Listing [est-halfway]: <kbd>[estimate_halfway.cc]</kbd> Estimating the 50% point of a function]
</div>
<div class='together'>
This code snippet isn't too different from what we had before. We're still solving for the sum over
an interval (0 to $2\pi$). Only this time, we're also storing and sorting all of our samples by
their input and output. We use this to determine the point at which they subtotal half of the sum
across the entire interval. Once we know that our first $j$ samples sum up to half of the total sum,
we know that the $j\text{th}$ $x$ roughly corresponds to our halfway point:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Average = 0.314686555791
Area under curve = 1.977233943713
Halfway = 2.016002314977
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</div>
If you solve for the integral from $0$ to $2.016$ and from $2.016$ to $2\pi$ you should get almost
exactly the same result for both.
We have a method of solving for the halfway point that splits a PDF in half. If we wanted to, we
could use this to create a nested binary partition of the PDF: