#include <shader_bsdf.h>
Public Types | |
enum | { Invalid = 0x00, Reflect_diffuse = 0x01, Reflect_glossy = 0x02, Reflect_specular = 0x04, Transmit_diffuse = 0x10, Transmit_glossy = 0x20, Transmit_specular = 0x40, Reflect_regular, Transmit_regular, All_diffuse, All_glossy, All_specular, All_regular, All_reflect, All_transmit, All } |
typedef bool | Transport |
sampling/evaluation direction | |
Public Member Functions | |
virtual miColor | eval (const miVector &ray, const miVector &out, Type flags=All, Transport dir=From_eye) const =0 |
virtual Type | sample (const miVector &ray, miVector *out, miColor *weight, double xi[3], Type flags=All, Transport dir=From_eye) const =0 |
virtual bool | all_components (Type type) const =0 |
virtual bool | any_component (Type type) const =0 |
virtual Type | get_components () const =0 |
Static Public Attributes | |
static const Transport | From_eye = false |
rendering from the camera | |
static const Transport | From_light = true |
from the light, e.g. photons |
Simplified BSDF interface.
The Bsdf
interface represents the concept of a Bidirectional Scattering Distribution Function. The BSDF describes the scattering characteristics of a point, i.e. reflection (the BRDF), and transmission (the BTDF).
This interface allows shaders to interact with BSDFs. Note that it is not designed to be implemented by users. This interface is intended to serve the same purpose as the RC Direction Functions and Shading Models functions (see the manual), but in a generalized way.
For example, a shader might use a Bsdf
in the following way:
Access_bsdf bsdf(state); // do light loop for (...) { iter->get_contribution(&light); light *= iter->get_dot_nl(); direct += light * bsdf->eval(view_dir,light_dir); }
If diffuse and specular contributions are needed separately, the BSDF evaluation can be restricted by passing e.g. Bsdf::Reflect_diffuse
or Bsdf::All_glossy
as the third parameter of the eval
function. Note, however, that multiple separate evaluations of components are more expensive than a single evaluation of all components.
Note that specular components cannot be evaluated, they have to be sampled. Thus, reflections of light sources in perfect mirrors can be achieved by code similar to
double xi[3]; mi_sample(xi,0,state,3,0); if (bsdf->sample(view_dir,&refl_dir,&mirror,xi,Bsdf::Reflect_specular) && mi_trace_reflection(&hit,state,&refl_dir) && !state->child->pri) { // light source hit light_hit = mirror * hit; }
anonymous enum |
scatter type.
Type flags are bit patterns. Typical binary operations are valid e.g. for component combinations or sample result inspection.
virtual bool mi::shader_v3::Bsdf::all_components | ( | Type | type | ) | const [pure virtual] |
Checks if the BSDF supports all of the given components.
If type
is a compound type, e.g All_xxx
, this function checks if all of the given components are supported. For single types, this function's result is identical to that of Bsdf::any_component
.
type | the scatter type to check |
true
if all of the given components are supported by the BSDF, false
otherwise. virtual bool mi::shader_v3::Bsdf::any_component | ( | Type | type | ) | const [pure virtual] |
Checks if the BSDF supports the given component.
If type
is a compound type, e.g All_xxx
, this function checks if one or more of the given components are supported. For single types, this function's result is identical to that of Bsdf::all_components
.
type | the scatter type to check |
true
if any of the given components are supported by the BSDF, false
otherwise. virtual miColor mi::shader_v3::Bsdf::eval | ( | const miVector & | ray, |
const miVector & | out, | ||
Type | flags = All , |
||
Transport | dir = From_eye |
||
) | const [pure virtual] |
Evaluates the BSDF at the current point.
When tracing rays from the eye towards the scene (the usual case), dir
is From_eye
, ray
is the view direction and out
is the light direction. All directions are in world space. The ray
direction points towards the intersection, the out
direction points away from it.
Because specular components cannot be evaluated (they can only be sampled), this function only evaluates the diffuse and glossy parts. The contribution from specular components is black. Shaders must use sample
to obtain a specular direction and contribution.
[in] | ray | given direction |
[in] | out | sampled direction |
[in] | flags | allowed types |
[in] | dir | trace direction |
virtual Type mi::shader_v3::Bsdf::get_components | ( | ) | const [pure virtual] |
Accesses the components supported by this BSDF.
This function returns a combination of Type
flags. Its use is slightly less convenient than Bsdf::all_components
or Bsdf::any_component
because boolean operations have to be performed manually. However, it is slightly faster than calling these functions multiple times. Thus, use of this function is recommended over the aforementioned ones when several tests have to be performed.
virtual Type mi::shader_v3::Bsdf::sample | ( | const miVector & | ray, |
miVector * | out, | ||
miColor * | weight, | ||
double | xi[3], | ||
Type | flags = All , |
||
Transport | dir = From_eye |
||
) | const [pure virtual] |
Importance samples an outgoing direction using the quasirandom numbers supplied in xi
and stores it in out
.
All directions are in world space. The ray
direction points towards the intersection, the out
direction points away from it.
The importance sampling weight (i.e. the BSDF value for the sampled direction divided by the probability of sampling the direction) will be written to weight
. Note that the weight
result contains the probability density in projected solid angle measure. One implication of this is that the weight does not have to be multiplied by cos θ, where θ is the angle between surface normal and light, when tracing secondary rays. This function returns the type of the component that was sampled. Note that, while this function may return Bsdf::Invalid
in some cases, it does not perform Russian roulette for absorption. If Russian roulette is needed, then min { 1, |weight| } is a good candidate for the continuation probability. Usually, the maximum norm yields the best results.
Suitable values for xi
can be acquired e.g. by calling mi_sample
.
[in] | ray | known direction |
[out] | out | sampled direction |
[out] | weight | sample weight |
[in] | xi | sample in [0,1)^3 |
[in] | flags | allowed types |
[in] | dir | trace direction |
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