Given the BSDF function and the Normal vector of the intersection point in world space, how can I generate a new direction vector wi that is valid? Does the method for generating valid wis change based on the BSDF?

Here's an example of what I'm thinking to do for ideal diffuse material the BSDF: I generate a new direction vector wi as points on a unit hemisphere as follow and then compute the dot product of the produced vector with the Normal vector. If the dot product result is positive the direction vector wi is valid. Otherwise I negate wi as suggested here.

Here's how I get a random wi:

float theta = 2 * M_PI * uniform01(generator);
float phi = acos(uniform01(generator));
float x = sin(phi) * cos(theta);
float y = sin(phi) * sin(theta);
float z = cos(phi);
Vector3f wi(x, y, z);

if (dot(wi, Normal) > 0){
    return wi;
    return -wi;

However, this doesn't seem to be the right approach based on a conversation I had with someone recently. Apparently the new direction vector produced this way is somehow not in the right space (not sure whether it was world or object space) and could only work if my material is ideal diffuse. So I will have to apply some transformations in order to be able to get the right wi. Is this correct? If so, can someone provide a solution that includes doing such t transformation? Also, is there a general way to ensure all of my produced wis are valid with respect to any BSDF (not just ideal diffuse)? Would this method be the same in importance sampling?


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