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Unreal Engine C++ API Reference > Runtime > Engine > Kismet
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/ImportanceSamplingLibrary.h |
Include | #include "Kismet/ImportanceSamplingLibrary.h" |
Syntax
struct FImportanceTexture
Remarks
Texture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< float > | ConditionalCDF | Unnormalized cumulative probability of each pixel in a row (Size.Y row CDFs of Size.X+1) First entry of each row is zero, final entry in each row is the CDF normalization factor for that row |
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TArray< float > | MarginalCDF | Unnormalized cumulative density of the image by rows (Size.Y+1) First entry is zero, final entry is the CDF normalization factor |
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int | NumMips | Active number of MIP levels |
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FIntPoint | Size | Active texture dimensions, capped to 1024 x 1024 |
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TWeakObjectPtr< UTexture2D > | Texture | Original texture object for Break function. |
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TArray< FColor > | TextureData | Packed copy of MIP level data for filtered sampling (capped to 1024x1024) local copy seems better than allocating and copying the same data temporarily for each sample |
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TEnumAsByte< EImportanceWeight::Type > | Weighting | Original importance weight for Break function. |
Constructors
Type | Name | Description | |
---|---|---|---|
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Default constructor, must Initialize before use | ||
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FImportanceTexture
(
UTexture2D* SourceTexture, |
Constructor with initialization |
Functions
Type | Name | Description | |
---|---|---|---|
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FLinearColor | GetColorBilinear
(
FVector2D Position, |
Return color of texel at given MIP level, clamped to available Mip levels |
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FLinearColor | GetColorTrilinear
(
FVector2D Position, |
Return color interpolated between MIP levels |
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void | ImportanceSample
(
const FVector2D& Rand, |
Distribute sample points proportional to Texture2D luminance. |
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float | ImportanceWeight
(
FColor Texel, |
Importance probability weight for given texel |
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void | Initialize
(
UTexture2D* SourceTexture, |
Allocate and compute PDF arrays for a texture |