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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.Primitive
s and
Light
s.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.-
.
-=
.
-
.
-
.
SurfaceIntegrator
s 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
.VolumeIntegrator
s 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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