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JPBRT 0.5 | ||||||||
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AbstractFactory.Renderer implementation.Aggregate object based on the following
parameters.+.
+.
+.
+=.
+.
Primitive objects
together.AlphaImageFilm stores samples with alpha channels in a memory buffered image.Transform objects over a period of time.Shape that emits light form its surface
and by the amount of radiance emitted at each point.AreaLightFactory.MIPMap.BestCandidateSampler.BlockedArray.Box.BoxFilter equally weights all samples within a square region of
the image.BSDFSample.BSDFSampleOffsets.BSSRDF.BTDF.BxDF defines the basic interface of BRDF and BTDF classes.Camera generates view rays.CameraFactory creates a Camera object based on the following
parameters.CameraSample.CoefficientSpectrum describes the spectral power distribution
function of a light using a set of coefficients.radius, height height and maximal
sweep angle ϕ (phi) phiMax.ConstantTexture.ConstantVolumeIntegrator can be used to simulates a volume which
contains no participating media, for example a vacuum.radius, minimal and maximal z-coordinates
zmin and zmax and maximal sweep angle ϕ (phi) phiMax.wh.
DifferentialGeometry.DirectLightingIntegrator.radius, inner radius
innerRadius, height height, and maximal
sweep angle ϕ (phi) phiMax.DistantLight.Distribution1D.Distribution2D./=.
/=.
EmissionIntegrator.FactoryContext.Film defines a storage media for image samples.FilmFactory creates a Film object based on the following
parameters.Filter.FilterFactory creates a Filter object based on the following
parameters.Fresnel.FresnelDielectric.GaussianFilter applies a gaussian bump that is centered at the
pixel and radially symmetric around it.GeometricPrimitive represents a single shape (e.g., a sphere) in the
scene.AreaLight that describes the primitive's emission
distribution if the primitive itself is a light source.
BSDF object.
ImageFilm stores samples in a memory buffered image.ImageWrap.InfiniteAreaCube.InfiniteAreaLight.Integrator numerically integrates a light transport equation.IntegratorFunctions.Intersection describes the intersection of a ray and a surface,
including information about the differential geometry of the point on the
surface, the Primitive that the ray hit, and its
world-to-object-space transformation.Lambertian BRDF models a perfectly diffuse surface that scatters
incident illumination equally in all directions.LanczosSincFilter implements a filter based on a windowed sinc
function.isec=null and T=null.
SurfaceIntegrator versions
in that it returns the radiance along the given ray, altough
volume integrators should assume that the ray has already been
intersected with the scene geometry and that if they does intersect
a surface, its Ray.maxt value will have been set to be at the
intersection point.
isec=null and T=null.
Light defines the origin of a light source and the distribution of
energy that it emits.LightFactory creates a Light object based on the
following parameters.LightSample.LightSampleOffsets.Material.MaterialFactory creates a Material object based on the
following parameters.MatteMaterial describes a purely diffuse surface.Microfacet.MIPMap.MitchellFilter applies a bump that is centered at the pixel and
radially symmetric around it, and has negative lobes at its outskirts.*.
*.
*=.
*.
*.
-.
Normal.low <= c <= high
are "ordinary" in this tokenizer.
OrenNayar.OrthoCamera, this time based on the
first edition of the book.radius, minimal and maximal z-coordinates
zmin and zmax and maximal sweep angle ϕ (phi) phiMax.p and direction wi, the method
determines the probability that the shape would have chosen the direction
wi.
Pixel.PlasticMaterial.Point describes the location of a point in 3-dimensional space.PointLight emits the same amount of light in all directions from a
single point.Renderer after the scene has
been fully initialized and gives the integrator a chance to do
scene-dependent computation, such as allocating additional data
structures that are dependent on the number of lights in the scene, or
precomputing a rough representation of the distribution of radiance in the scene.
Primitive represents an object in a Scene.ProjectiveCamera.nextToken method of this
tokenizer to return the current value in the ttype
field, and not to modify the value in the nval or
sval field.
Quaternion.Ray.Scene onto a
Film from the viewpoint of a Camera.Sample.add1D(int) and Sample.add2D(int) methods.
ordinaryChar method
for more information on a character being ordinary.
RGBSpectrum describes the spectral power distribution of a light
with three coefficients.Sampler.Ns.
P using some sampling distribution function, returns its position
and writes its normal in the output variable Ns.
sample_f(wo,wi,bsdfSample,pdf,BxDFType.BSDF_ALL,null).
sample_f(wo,wi,bsdfSample,pdf,flags,null).
woW, and chooses an incident
direction wiW for it.
SampledSpectrum.Sampler is responsible for choosing the points on the image
plane from which rays are traced.xstart to xend and y coordinates
respectively.
SamplerFactory creates a Sampler object based on the following
parameters.SamplerRenderer renders a Scene using a ray tracing algorithm.Primitives and
Lights.Shape represents a geometric primitive.ShapeFactory creates a Shape object based on the
following parameters.SphericalHarmonics.SHProjectCube()
method.SimpleInfiniteAreaLight.SingleScatteringIntegrator.SpectrumType.radius, minimal and maximal z-coordinates
zmin and zmax and maximal sweep angle ϕ (phi) phiMax.SphericalHarmonics.StratifiedSampler.xstart to xend and y coordinates
respectively.
StreamTokenizer keeps track
of the position of the tokens in the input stream, and it can
parse hexadecimal numbers and double numbers with exponents.-.
-=.
-.
-.
SurfaceIntegrators compute reflected light from geometric surfaces.SurfaceIntegratorFactory creates a SurfaceIntegrator object
based on the following parameters.Task.FilmFactory.Textures.Transform.[x y z 1]T, returns the result in a new object.
[x y z 1]T, stores the result in the output object.
[x y z 0]T, returns the result in a new object.
[x y z 0]T, stores the result in the output object.
[x y z 1]T and the inverse transpose of the
transformation matrix, returns the result in a new object.
[x y z 0]T and the inverse transpose of the
transformation matrix, stores the result in the output object.
[x y z 1]T, returns the result in the same object.
[x y z 0]T, returns the result in the same object.
[x y z 0]T and the inverse transpose of the
transformation matrix, returns the result in the same object.
TransformedPrimitive can be used to reuse the same object multiple
times in a scene.TransformFactory creates a Transform object based on the following
parameters.Transform.swapsHandedness() call.
Ray.mint to
Ray.maxt.
TriangleFilter gives samples at the center a weight of one and the
weight falls off linearly to the square extent of the filter.nextToken method, this field
contains the type of the token just read.
Vector.Vector3.VisibilityTester.VolumeIntegrators handle the scattering from volumetric primitives.VolumeIntegratorFactory creates a VolumeIntegrator object
based on the following parameters.Voxel.low <= c <= high
are white space characters.
SurfaceIntegrator based on Whitted's ray-tracing algorithm.low <= c <= high
are word constituents.
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Copyright 2010 © by the authors and contributors of the JPBRT project. Some rights reserved. |
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