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Hi Christoph,
The cos-theta distribution on the hemisphere is given by creating an
even distribution on a unit circle and then projecting up or down to a
unit hemisphere.
You can see this by taking a copy of the radiosity sample array, editing
it to pov syntax and including it in a small scene which puts a sphere
at the <X,Y,0> points. If you do an animation which adds 1 or a few
sample positions each frame you can see how the distribution builds up.
Mike Andrews.
Christoph Hormann wrote:
> Quoting from the source:
>
> A bit of theory: The goal is to create a set of "random" direction rays
> so that the probability of close-to-normal versus close-to-tangent rolls
> off in a cos-theta curve, where theta is the deviation from normal.
> That is, lots of rays close to normal, and very few close to tangent.
> You also want to have all of the rays be evenly spread, no matter how
> many you want to use. The lookup array has an array of points carefully
> chosen to meet all of these criteria.
>
> The problem is similar to the classical "How can I arrange N points evenly
> on a sphere" problem like described in:
>
> http://www.ogre.nu/sphere.htm
>
> Just that it is hemispherical, not really uniform and it not only has to
> be good for N points but also for N-X points (X = 1..N-1)
>
> Christoph
>
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