/// <summary>
        /// Returns a uniformly distributed vector (corresponds to a
        /// uniformly distributed point on the unit sphere) by using
        /// 2 random values from the series with the supplied indices.
        /// Note, that the returned vector will never be equal to [0, 0, -1].
        /// </summary>
        public static V3d UniformV3dDirection(this IRandomSeries rnd, int si0, int si1)
        {
            double phi = rnd.UniformDouble(si0) * Constant.PiTimesTwo;
            double z   = 1.0 - rnd.UniformDouble(si1) * 2.0;
            double s   = System.Math.Sqrt(1.0 - z * z);

            return(new V3d(System.Math.Cos(phi) * s, System.Math.Sin(phi) * s, z));
        }
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        /// <summary>
        /// Uses the 2 random series (seriesIndex, seriesIndex+1)
        /// </summary>
        public static V3d Spherical(
            IRandomSeries rnds, int seriesIndex)
        {
            double phi = Constant.PiTimesTwo * rnds.UniformDouble(seriesIndex);
            double z   = 1.0 - 2.0 * rnds.UniformDouble(seriesIndex + 1);
            double r   = Fun.Max(1.0 - z * z, 0.0).Sqrt();

            return(new V3d(r * phi.Cos(), r * phi.Sin(), z));
        }
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        /// <summary>
        /// Supplied normal MUST be normalized, uses the 2 random series
        /// (seriesIndex, seriesIndex+1).
        /// </summary>
        public static V3d Lambertian(
            V3d normal, IRandomSeries rnds, int seriesIndex)
        {
            V3d    vec;
            double squareLen;

            do
            {
                double phi = Constant.PiTimesTwo * rnds.UniformDouble(seriesIndex);
                double z   = 1.0 - 2.0 * rnds.UniformDouble(seriesIndex + 1);
                double r   = Fun.Max(1.0 - z * z, 0.0).Sqrt();
                vec       = new V3d(r * phi.Cos(), r * phi.Sin(), z) + normal;
                squareLen = vec.LengthSquared;
            }while (squareLen < 0.000001);

            vec *= 1.0 / squareLen.Sqrt();
            return(vec);
        }
 /// <summary>
 /// Generates a uniform distributed random sample on the given triangle using
 /// two random series (seriesIndex,  seriesIndex + 1).
 /// </summary>
 public static V2d Triangle(Triangle2d t, IRandomSeries rnd, int seriesIndex)
 {
     return(Triangle(t.P0, t.P1, t.P2,
                     rnd.UniformDouble(seriesIndex),
                     rnd.UniformDouble(seriesIndex + 1)));
 }
 /// <summary>
 /// Uses the 2 random series (seriesIndex, seriesIndex+1) to generate a random point on a sphere.
 /// </summary>
 public static V3d Spherical(IRandomSeries rnds, int seriesIndex)
 {
     return(Spherical(rnds.UniformDouble(seriesIndex), rnds.UniformDouble(seriesIndex + 1)));
 }
 /// <summary>
 /// Generates a uniform distributed 2d random sample on a disk with radius 1.
 /// It uses two random series (seriesIndex, seriesIndex+1).
 /// </summary>
 public static V2d Disk(IRandomSeries rnd, int seriesIndex)
 {
     return(Disk(rnd.UniformDouble(seriesIndex), rnd.UniformDouble(seriesIndex + 1)));
 }
 /// <summary>
 /// Supplied normal MUST be normalized, uses the 2 random series
 /// (seriesIndex, seriesIndex+1).
 /// </summary>
 public static V3d Lambertian(V3d normal, IRandomSeries rnds, int seriesIndex)
 {
     return(Lambertian(normal,
                       rnds.UniformDouble(seriesIndex),
                       rnds.UniformDouble(seriesIndex + 1)));
 }
 /// <summary>
 /// Generates a uniform distributed random sample on the given triangle using
 /// two random series (seriesIndex,  seriesIndex + 1).
 /// </summary>
 public static V3d Triangle(V3d p0, V3d p1, V3d p2, IRandomSeries rnd, int seriesIndex)
 {
     return(Triangle(p0, p1, p2,
                     rnd.UniformDouble(seriesIndex),
                     rnd.UniformDouble(seriesIndex + 1)));
 }