A *uniform distortion* is a continuous function which distorts
to another point-set such that
if there is a uniform distribution on then the function
maps it to a uniform distribution on .

Pastel implements the following distortions between regions of uniform distributions:

- simplex in
- sphere (surface) in , , and
- ball in , , and
- annulus in , , and
- hemisphere (surface) in , , and

Although not actually a distortion to a uniform sampling (we didn’t have a better place for the function), we also provide:

- cosine-weighted distribution on hemisphere (surface) in , , and

This kind of uniform distribution distortion does not generalize easily to higher dimensions. To the best of our knowledge, none of the distortions listed above (except the simplex) have closed form solutions for n > 3.

If you simply need to generate random samples uniformly from , then that is easier and can be done more generally using uniform sampling.

*Physically Based Rendering: From Theory to Implementation*,
Matt Pharr, Greg Humphreys, 2004.