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Class ImportanceSamplingLibrary

Importance Sampling Library

Inheritance
System.Object
UObject
BlueprintFunctionLibrary
ImportanceSamplingLibrary
Inherited Members
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class ImportanceSamplingLibrary : BlueprintFunctionLibrary

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static ImportanceSamplingLibrary DefaultObject { get; }
Property Value
Type Description
ImportanceSamplingLibrary
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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BreakImportanceTexture(ImportanceTexture)

Get texture used to create an ImportanceTexture object @

Declaration
public static (Texture2D, byte) BreakImportanceTexture(ImportanceTexture ImportanceTexture)
Parameters
Type Name Description
ImportanceTexture ImportanceTexture
Returns
Type Description
System.ValueTuple<Texture2D, System.Byte>
Remarks

param ImportanceTexture - The source ImportanceTexture object @outparam Texture - Texture object for this ImportanceTexture. @param WeightingFunc - How to turn the texture data into probability weights @return new ImportanceTexture object for use with ImportanceSample

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ImportanceSample(ImportanceTexture, Vector2D, Int32, Single)

Distribute sample points proportional to Texture2D luminance.

Declaration
public static (Vector2D, LinearColor, float, float) ImportanceSample(ImportanceTexture Texture, Vector2D Rand, int Samples, float Intensity)
Parameters
Type Name Description
ImportanceTexture Texture
Vector2D Rand
System.Int32 Samples
System.Single Intensity
Returns
Type Description
System.ValueTuple<Vector2D, LinearColor, System.Single, System.Single>
Remarks

@param Rand - Random 2D point with components evenly distributed between 0 and 1 @param Samples - Total number of samples that will be used @param Intensity - Total intensity for light @outparam SamplePosition - Importance sampled 2D output texture coordinate (0-1) @outparam SampleColor - Representative color near Position from MIP level for SampleSize @outparam SampleIntensity - Intensity of individual points, scaled by probability and number of samples @outparam SampleSize - Local density of points near Position (scaled for 1x1 texture space)

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MakeImportanceTexture(Texture2D, Byte)

Create an FImportanceTexture object for texture-driven importance sampling from a 2D RGBA8 texture @

Declaration
public static ImportanceTexture MakeImportanceTexture(Texture2D Texture, byte WeightingFunc)
Parameters
Type Name Description
Texture2D Texture
System.Byte WeightingFunc
Returns
Type Description
ImportanceTexture
Remarks

param Texture - Texture object to use. Must be RGBA8 format. @param WeightingFunc - How to turn the texture data into probability weights @return new ImportanceTexture object for use with ImportanceSample

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New(UObject, Name)

Spawn an object of this class

Declaration
public static ImportanceSamplingLibrary New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
ImportanceSamplingLibrary
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NextSobolCell2D(Int32, Int32, Vector2D)

@

Declaration
public static Vector2D NextSobolCell2D(int Index, int NumCells, Vector2D PreviousValue)
Parameters
Type Name Description
System.Int32 Index
System.Int32 NumCells
Vector2D PreviousValue
Returns
Type Description
Vector2D
Remarks

param Index - Which sequential point @param NumCells - Size of cell grid, 1 to 32768. Rounded up to the next power of two @param PreviousValue - The Sobol value for Index-1 @return Sobol-distributed random 2D position in the same grid cell

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NextSobolCell3D(Int32, Int32, Vector)

@

Declaration
public static Vector NextSobolCell3D(int Index, int NumCells, Vector PreviousValue)
Parameters
Type Name Description
System.Int32 Index
System.Int32 NumCells
Vector PreviousValue
Returns
Type Description
Vector
Remarks

param Index - Which sequential point @param NumCells - Size of cell grid, 1 to 1024. Rounded up to the next power of two @param PreviousValue - The Sobol value for Index-1 @return Sobol-distributed random 3D position in the same grid cell

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NextSobolFloat(Int32, Int32, Single)

@

Declaration
public static float NextSobolFloat(int Index, int Dimension, float PreviousValue)
Parameters
Type Name Description
System.Int32 Index
System.Int32 Dimension
System.Single PreviousValue
Returns
Type Description
System.Single
Remarks

param Index - Which sequential point @param Dimension - Which Sobol dimension (0 to 15) @param PreviousValue - The Sobol value for Index-1 @return Sobol-distributed random number between 0 and 1

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RandomSobolCell2D(Int32, Int32, Vector2D, Vector2D)

@

Declaration
public static Vector2D RandomSobolCell2D(int Index, int NumCells, Vector2D Cell, Vector2D Seed)
Parameters
Type Name Description
System.Int32 Index
System.Int32 NumCells
Vector2D Cell
Vector2D Seed
Returns
Type Description
Vector2D
Remarks

param Index - Which sequential point in the cell (starting at 0) @param NumCells - Size of cell grid, 1 to 32768. Rounded up to the next power of two @param Cell - Give a point from this integer grid cell @param Seed - Random 2D seed (components in the range 0-1) to randomize across multiple sequences @return Sobol-distributed random 2D position in the given grid cell

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RandomSobolCell3D(Int32, Int32, Vector, Vector)

@

Declaration
public static Vector RandomSobolCell3D(int Index, int NumCells, Vector Cell, Vector Seed)
Parameters
Type Name Description
System.Int32 Index
System.Int32 NumCells
Vector Cell
Vector Seed
Returns
Type Description
Vector
Remarks

param Index - Which sequential point in the cell (starting at 0) @param NumCells - Size of cell grid, 1 to 1024. Rounded up to the next power of two @param Cell - Give a point from this integer grid cell @param Seed - Random 3D seed (components in the range 0-1) to randomize across multiple sequences @return Sobol-distributed random 3D vector in the given grid cell

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RandomSobolFloat(Int32, Int32, Single)

@

Declaration
public static float RandomSobolFloat(int Index, int Dimension, float Seed)
Parameters
Type Name Description
System.Int32 Index
System.Int32 Dimension
System.Single Seed
Returns
Type Description
System.Single
Remarks

param Index - Which sequential point @param Dimension - Which Sobol dimension (0 to 15) @param Seed - Random seed (in the range 0-1) to randomize across multiple sequences @return Sobol-distributed random number between 0 and 1

Operators

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Implicit(IntPtr to ImportanceSamplingLibrary)

Convert from IntPtr to UObject

Declaration
public static implicit operator ImportanceSamplingLibrary(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
ImportanceSamplingLibrary
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