Index of Fragments
- AAMethod Declaration
- API Cleanup
- API Forward Declarations
- API Function Declarations
- API Function Definitions
- API Global Variables
- API Initialization
- API Local Classes
- API Macros
- API Static Data
- Accept or reject the proposal
- Account for contributions of clamped octaves in turbulence
- Account for light contributions along sampled direction wi
- Account for non-symmetry with transmission to different medium
- Account for subsurface scattering, if applicable
- Account for the direct subsurface scattering component
- Account for the indirect subsurface scattering component
- Accumulate beam transmittance for ray segment
- Accumulate chain of intersections along ray
- Accumulate contribution of jth light to L
- Accumulate direct illumination at SPPM camera ray intersection
- Accumulate light contributions for ray with no intersection
- Accumulate weighted sums of nearby coefficients
- Add prims and areaLights to scene or current instance
- Add camera ray’s contribution to image
- Add contribution from dipole for depth to Ed
- Add contribution of (a, b) to values
- Add contribution of each light source
- Add contribution of single scattering at depth
- Add contributions of constant segments before/after samples
- Add current block to usedBlocks list
- Add emitted light at path vertex or from the environment
- Add entry to treeletsToBuild for this treelet
- Add light contribution from material sampling
- Add light’s contribution to reflected radiance
- Add photon contribution to nearby visible points
- Add photon contribution to visible points in grid[h]
- Add pixel’s visible point to applicable grid cells
- Add splat value at pixel
- Add the current summand and update the cosine iterates
- Add the next series term to F and f
- Add visible point to grid cell
- Add visible points to SPPM grid
- Adjust normal based on orientation and handedness
- Advance v to next higher float
- Advance to first relevant wavelength segment
- Advance to next child node, possibly enqueue other child
- Advance to next subtree level if there’s no LBVH split for this bit
- Aggregate Declarations
- Allocate BucketInfo for SAH partition buckets
- Allocate LoopSubdiv vertices and faces
- Allocate MemoryArena for tile
- Allocate film image storage
- Allocate grid for SPPM visible points
- Allocate next level of children in mesh tree
- Allocate space in perms for radical inverse permutations
- Allocate storage to accumulate ak coefficients
- Allocate working memory for kd-tree construction
- AnimatedTransform Method Definitions
- AnimatedTransform Private Data
- AnimatedTransform Public Methods
- Append admissible intersection to IntersectionChain
- Apply nSmall small step mutations
- Apply sWeights to zoom in direction
- Apply boundary rule for even vertex
- Apply box filter to checkerboard region
- Apply concentric mapping to point
- Apply edge rules to compute new vertex position
- Apply one-ring rule for even vertex
- Apply remaining sequence of mutations to sample
- Apply shear transformation to translated vertex positions
- Approximate derivatives using finite differences
- AreaLight Interface
- AtomicFloat Private Data
- AtomicFloat Public Methods
- Atomically add node to the start of grid[h]’s linked list
- Attempt to create the next subpath vertex in path
- BDPT Declarations
- BDPT Helper Definitions
- BDPT Method Definitions
- BDPT Utility Functions
- BDPTIntegrator Private Data
- BDPTIntegrator Public Methods
- BSDF Declarations
- BSDF Inline Functions
- BSDF Method Definitions
- BSDF Private Data
- BSDF Private Methods
- BSDF Public Data
- BSDF Public Methods
- BSSRDF Declarations
- BSSRDF Interface
- BSSRDF Method Definitions
- BSSRDF Protected Data
- BSSRDF Public Methods
- BSSRDF Utility Declarations
- BSSRDF Utility Functions
- BSSRDFTable Public Data
- BSSRDFTable Public Methods
- BVHAccel Local Declarations
- BVHAccel Method Definitions
- BVHAccel Private Data
- BVHAccel Private Methods
- BVHAccel Public Types
- BVHAccel Utility Functions
- BVHBuildNode Public Methods
- Bail out if we found a hit closer than the current node
- BeckmannDistribution Private Data
- BilerpTexture Declarations
- BilerpTexture Private Data
- BilerpTexture Public Methods
- Bisect range based on value of pred at middle
- BlockedArray Private Data
- BlockedArray Public Methods
- Bound image pixels that samples in sampleBounds contribute to
- BoundEdge Public Methods
- Bounds Declarations
- Bounds3 Public Data
- Bounds3 Public Methods
- BoxFilter Declarations
- BoxFilter Method Definitions
- Build BVH from primitives
- Build BVH tree for primitives using primitiveInfo
- Build kd-tree for accelerator
- BxDF Declarations
- BxDF Interface
- BxDF Method Definitions
- BxDF Public Data
- BxDF Utility Functions
- Camera Declarations
- Camera Interface
- Camera Method Definitions
- Camera Public Data
- Cancel marginal PDF factor from tabulated BSSRDF profile
- Capture escaped rays when tracing from the camera
- Check for intersections inside leaf node
- Check for ray intersection against and slabs
- Check one primitive inside leaf node
- Check quadric shape t0 and t1 for nearest intersection
- Check ray against BVH node
- Checkerboard2DTexture Private Data
- Checkerboard2DTexture Public Methods
- Checkerboard3DTexture Private Data
- Checkerboard3DTexture Public Methods
- CheckerboardTexture Declarations
- Choose albedo values of the diffusion profile discretization
- Choose level of detail for EWA lookup and perform EWA filtering
- Choose light to shoot photon from
- Choose point on disk oriented toward infinite light direction
- Choose projection axis for BSSRDF sampling
- Choose radius values of the diffusion profile discretization
- Choose spectral channel for BSSRDF sampling
- Choose split axis position for interior node
- Choose two dimensions to use for ray offset computation
- Choose which BxDF to sample
- Choose which axis to split along
- Clamp ellipse eccentricity if too large
- Classify primitives with respect to split
- Clean up after rendering
- CoefficientSpectrum Protected Data
- CoefficientSpectrum Public Data
- CoefficientSpectrum Public Methods
- Compute offsets at auxiliary points
- Compute interval of ray’s overlap with medium bounds
- Compute for Henyey–Greenstein sample
- Compute using Snell’s law
- Compute term for triangle error bounds
- Compute term for triangle error bounds and check t
- Compute and terms for triangle error bounds
- Compute term for triangle error bounds
- Compute and from fundamental form coefficients
- Compute and for curve intersection
- Compute and for Beckmann distribution sample
- Compute and values for sample in cone
- Compute from and for microfacet transmission
- Compute coordinate of curve intersection point and hitWidth
- Compute coordinate of curve intersection point
- Compute 1D array samples for GlobalSampler
- Compute BSDF at SPPM camera ray intersection
- Compute BSDF at photon intersection point
- Compute BSDF or phase function’s value for light sample
- Compute BSSRDF profile bounds and intersection height
- Compute BSSRDF profile radius under projection along each axis
- Compute BSSRDF sampling ray segment
- Compute Fourier coefficients for
- Compute MIPMap level for trilinear filtering
- Compute MIS weight for connection strategy
- Compute Morton indices of primitives
- Compute PDF for importance arriving at ref
- Compute PDF for sampled infinite light direction
- Compute PDF for sampled offset
- Compute PDF of wi for microfacet reflection
- Compute XYZ matching functions for SampledSpectrum
- Compute InfiniteAreaLight ray PDFs
- Compute alpha for direction w
- Compute arrayEndDim for dimensions used for array samples
- Compute cosThetaT using Snell’s law
- Compute lightDistr for sampling lights proportional to power
- Compute ray after transformation by PrimitiveToWorld
- Compute shading.n for SurfaceInteraction
- Compute absolute error for transformed point
- Compute acceptance probability for proposed sample
- Compute and return RGB colors for tabulated BSDF
- Compute angle from center of sphere to sampled point on surface
- Compute auxiliary intersection points with plane
- Compute average value of given SPD over th sample’s range
- Compute barycentric coordinates and value for triangle intersection
- Compute base-2 radical inverse
- Compute bound of primitive centroids, choose split dimension dim
- Compute bounding box of all primitive centroids
- Compute bounding box of curve segment, curveBounds
- Compute bounding box of projection of rear element on sampling plane
- Compute bounding box of ray, rayBounds
- Compute bounds for kd-tree construction
- Compute bounds of all primitives in BVH node
- Compute bump-mapped differential geometry
- Compute cardinal points for film side of lens system
- Compute cardinal points for scene side of lens system
- Compute cell indices for dots
- Compute child surface areas for split at edgeT
- Compute closed-form box-filtered Checkerboard2DTexture value
- Compute coefficients for fundamental forms
- Compute conditional sampling distribution for
- Compute coordinate system for sphere sampling
- Compute cosine of cone surrounding projection directions
- Compute cosine term of Oren–Nayar model
- Compute cost for split at ith edge
- Compute cost of all splits for axis to find best
- Compute costs for splitting after each bucket
- Compute curve for flat and cylinder curves
- Compute cylinder and
- Compute cylinder and
- Compute cylinder hit point and
- Compute deltas for triangle partial derivatives
- Compute differential changes in origin for orthographic camera rays
- Compute differential changes in origin for perspective camera rays
- Compute differential reflected directions
- Compute dipole fluence rate using Equation
- Compute dipole vector irradiance using Equation
- Compute direct lighting for DirectLightingIntegrator integrator
- Compute direction wi for Henyey–Greenstein sample
- Compute directional density depending on the vertex type
- Compute directions to preceding and next vertex
- Compute edge function coefficients e0, e1, and e2
- Compute effect of visibility for light source sample
- Compute effective albedo and CDF for importance sampling
- Compute effective transport coefficient based on
- Compute ellipse coefficients to bound EWA filter region
- Compute ellipse minor and major axes
- Compute emitted and reflected light at ray intersection point
- Compute emitted light if ray hit an area light source
- Compute emitted radiance for blackbody at wavelength lambda[i]
- Compute environment camera ray direction
- Compute error bounds for cone intersection
- Compute error bounds for curve intersection
- Compute error bounds for cylinder intersection
- Compute error bounds for disk intersection
- Compute error bounds for intersection computed with ray equation
- Compute error bounds for sampled point on triangle
- Compute error bounds for sphere intersection
- Compute error bounds for triangle intersection
- Compute exit pupil bounds at sampled points on the film
- Compute falloff inside spotlight cone
- Compute film image bounds
- Compute first node weight
- Compute general sphere PDF
- Compute gradient weights
- Compute grid bounds for SPPM visible points
- Compute hit t and partial derivatives for curve intersection
- Compute image plane bounds at for PerspectiveCamera
- Compute image resampling weights for ith texel
- Compute initial node weights and
- Compute initial parametric range of ray inside kd-tree extent
- Compute integral of step function at
- Compute interpolated matrix as product of interpolated components
- Compute intersection of ray with lens element
- Compute lens area of perspective camera
- Compute lens–film distance for given focus distance
- Compute line that gives minimum distance to sample point
- Compute marginal sampling distribution
- Compute material parameters and minimum below the critical angle
- Compute new odd edge vertices
- Compute new transformation matrix M without translation
- Compute next matrix Rnext in series
- Compute next sine and cosine iterates
- Compute noise cell coordinates and offsets
- Compute non-classical diffusion coefficient using Equation
- Compute norm of difference between R and Rnext
- Compute number of octaves for antialiased FBm
- Compute number of samples to use for each light
- Compute number of tiles to use for SPPM camera pass
- Compute number of tiles, nTiles, to use for parallel rendering
- Compute object-space control points for curve segment, cpObj
- Compute odd vertex on kth edge
- Compute offset along CDF segment
- Compute offset positions and evaluate displacement texture
- Compute offset rays for PerspectiveCamera ray differentials
- Compute overall PDF with all matching BxDFs
- Compute parametric distance along ray to split plane
- Compute perfect specular reflection direction
- Compute planar sampling density for infinite light sources
- Compute plane intersection for disk
- Compute point on plane of focus
- Compute projective camera screen transformations
- Compute projective camera transformations
- Compute quadratic t values
- Compute quadratic cylinder coefficients
- Compute quadratic sphere coefficients
- Compute radiance L for SPPM pixel pixel
- Compute raster and camera sample positions
- Compute ray differential rd for specular reflection
- Compute ray differentials for OrthographicCamera
- Compute ray direction for specular transmission
- Compute reduced scattering coefficients and albedo
- Compute reflectance SampledSpectrum with rgb[0] as minimum
- Compute representation of depth-first traversal of BVH tree
- Compute resolution of SPPM grid in each dimension
- Compute reverse area density at preceding vertex
- Compute rotation of first basis vector
- Compute sample PDF and return the spatial BSSRDF term
- Compute sample bounds for tile
- Compute sample values for photon ray leaving light source
- Compute sample’s raster bounds
- Compute sampling density for non-infinite light sources
- Compute sampling distributions for rows and columns of image
- Compute scalar-valued image img from environment map
- Compute scale S using rotation and original matrix
- Compute scaled hit distance to triangle and test against ray range
- Compute scattering functions and skip over medium boundaries
- Compute scattering functions for mode and skip over medium boundaries
- Compute scattering functions for surface interaction
- Compute scattering profile for chosen albedo
- Compute shading bitangent ts for triangle and adjust ss
- Compute shading normal ns for triangle
- Compute shading tangent ss for triangle
- Compute sine and tangent terms of Oren–Nayar model
- Compute specular reflection direction wi and BSDF value
- Compute specular reflection for FresnelSpecular
- Compute specular transmission for FresnelSpecular
- Compute sphere and
- Compute sphere and
- Compute sphere hit position and
- Compute spline weights to interpolate BSSRDF on channel ch
- Compute squared radius and filter texel if inside ellipse
- Compute starting index in output array for each bucket
- Compute stride in samples for visiting each pixel area
- Compute sum of octaves of noise for FBm
- Compute sum of octaves of noise for turbulence
- Compute surface normal and sampled point on sphere
- Compute surface normal for sampled point on triangle
- Compute tangents of boundary face
- Compute tangents of interior face
- Compute texel accounting for boundary conditions
- Compute texel in -zoomed image
- Compute texture coordinate differentials for sphere mapping
- Compute texture differentials for 2D mapping
- Compute the parameter and powers
- Compute the diffusion profile for the ith albedo sample
- Compute the discrete probability of sampling light, pdfChoice
- Compute the effective standard deviation and apply perturbation to
- Compute the ellipse’s bounding box in texture space
- Compute the scattered direction for FourierBSDF
- Compute the transmittance and sampling density
- Compute translation of lens, delta, to focus at focusDistance
- Compute triangle partial derivatives
- Compute trilinear interpolation of weights
- Compute valence of boundary vertex
- Compute valence of interior vertex
- Compute value of BSDF for sampled direction
- Compute vertex tangents on limit surface
- Compute voxel coordinates and offsets for p
- Compute weights and original BxDFs for mix material
- Consider hypothetical connection strategies along the camera subpath
- Consider hypothetical connection strategies along the light subpath
- ConstantTexture Declarations
- ConstantTexture Public Methods
- Convert into unitless optical radius
- Convert EWA coordinates to appropriate scale for level
- Convert image to RGB and compute final pixel values
- Convert infinite light sample point to direction
- Convert light sample weight to solid angle measure
- Convert pixel XYZ color to RGB
- Convert reflectance spectrum to RGB
- Convert texels to type Tmemory and create MIPMap
- Copy final result from tempVector, if needed
- Correct subpath sampling densities for infinite area lights
- Cosine-sample the hemisphere, flipping the direction if necessary
- Count number of zero bits in array for current radix sort bit
- Create LBVH treelets at bottom of BVH
- Create LBVHs for treelets in parallel
- Create ProjectionLight MIP map
- Create Float texture and store in floatTextures
- Create GeometricPrimitive(s) for animated shape
- Create MIPMap for filename
- Create animatedInstanceToWorld transform for instance
- Create mipmap for GonioPhotometricLight
- Create aggregate for instance Primitives
- Create and enqueue ParallelForLoop for this loop
- Create and initialize new odd vertex
- Create and return SAH BVH from LBVH treelets
- Create and return interior LBVH node
- Create and return leaf node of LBVH treelet
- Create grid of all SPPM visible points
- Create initial shape or shapes for animated shape
- Create interior flattened BVH node
- Create leaf BVHBuildNode
- Create leaf if no good splits were found
- Create microfacet distribution distrib for plastic material
- Create one-valued MIPMap
- Create scene and render
- Create shapes for shape name
- Create single TransformedPrimitive for prims
- Curve Declarations
- Curve Method Definitions
- Curve Private Data
- Curve Public Methods
- Curve Utility Functions
- CurveCommon Declarations
- CurveType Declarations
- Cylinder Declarations
- Cylinder Method Definitions
- Cylinder Private Data
- Cylinder Public Methods
- CylindricalMapping2D Private Methods
- Declare IntersectionChain and linked list
- Declare variables for forward and reverse probability densities
- Define CVanDerCorput Generator Matrix
- Define a lambda function to interpolate table entries
- Define helper function remap0 that deals with Dirac delta functions
- Determine exitance scale factors using Equations and
- Determine length of connecting segment and
- Determine linear extrapolation distance using Equation
- Determine offset and coefficients for the alpha parameter
- Determine offsets and weights for and
- Determine the number of available strategies and pick a specific one
- DiffuseAreaLight Declarations
- DiffuseAreaLight Method Definitions
- DiffuseAreaLight Protected Data
- DiffuseAreaLight Public Methods
- DirectLightingIntegrator Declarations
- DirectLightingIntegrator Method Definitions
- DirectLightingIntegrator Private Data
- Discard directions behind projection light
- Disk Declarations
- Disk Method Definitions
- Disk Private Data
- Disk Public Methods
- DistantLight Declarations
- DistantLight Method Definitions
- DistantLight Private Data
- DistantLight Public Methods
- Distribution1D Public Data
- Distribution1D Public Methods
- Distribution2D Private Data
- Distribution2D Public Methods
- DotsTexture Declarations
- DotsTexture Private Data
- DotsTexture Public Methods
- EFloat Inline Functions
- EFloat Private Data
- EFloat Public Methods
- Either create leaf or split primitives at selected SAH bucket
- EndpointInteraction Declarations
- EndpointInteraction Public Methods
- Enlarge MLTSampler::X if necessary and get current
- Enqueue secondChild in todo list
- Ensure correct orientation of the geometric normal
- Ensure that computed triangle is conservatively greater than zero
- Ensure there are no pushed graphics states
- EnvironmentCamera Declarations
- EnvironmentCamera Method Definitions
- EnvironmentCamera Public Methods
- Erase primitives and lights from RenderOptions
- Estimate direct lighting using sample arrays
- Estimate one term of
- Estimate one term of
- Estimate screen space change in and
- Evaluate and its derivative
- Evaluate BSDF for light sampling strategy
- Evaluate Fourier expansion for angle
- Evaluate dipole integrand at and add to Ed
- Evaluate filter value at pixel
- Evaluate motion derivative in interval form, return if no zeros
- Evaluate phase function for light sampling strategy
- Evaluate probability of sampling wi
- Evaluate radiance along camera ray
- Evaluate single check if filter is entirely inside one of them
- Evaluate single-scattering integrand and add to Ess
- Evaluate target function and its derivative in Horner form
- Evaluate textures for MatteMaterial material and allocate BRDF
- Execute all BDPT connection strategies
- Execute connection strategy and return the radiance estimate
- Execute the connection strategy and update L
- Expand bounding box for any motion derivative zeros found
- Expand bounds to account for sample spacing
- Expand pupil bounds if ray makes it through the lens system
- Express and with respect to local coordinates at
- Extract rotation R from transformation matrix
- Extract translation T from transformation matrix
- FBmTexture Declarations
- FBmTexture Public Methods
- Fall back to a bisection step when t is out of bounds
- Figure out which is incident and which is transmitted
- Fill in SurfaceInteraction from triangle hit
- Film Declarations
- Film Method Definitions
- Film Private Data
- Film Private Methods
- Film Public Data
- FilmTile Private Data
- FilmTile Public Methods
- FilmTilePixel Declarations
- Filter Declarations
- Filter Interface
- Filter Public Data
- Filter four texels from finer level of pyramid
- Find sample coordinates in infinite light texture
- Find LBVH split point for this dimension
- Find any motion derivative zeros for the component c
- Find bucket to split at that minimizes SAH metric
- Find camera ray after shifting one pixel in the direction
- Find closest ray intersection or return background radiance
- Find exit pupil bound for sample distance from film center
- Find height from optical axis for parallel rays
- Find intersection and compute transmittance
- Find intervals of primitives for each treelet
- Find location of sample points on segment and rear lens element
- Find next path vertex and accumulate contribution
- Find parametric representation of cylinder hit
- Find parametric representation of disk hit
- Find parametric representation of sphere hit
- Find point on film, pFilm, corresponding to sample.pFilm
- Find quadratic discriminant
- Find radical inverse base scales and exponents that cover sampling area
- Find surrounding CDF segments and offset
- Find the set of loop iterations to run next
- Find the zenith angle cosines and azimuth difference angle
- Finish initialization of RealisticCamera ray
- Finish vertex initialization
- Flip R[1] if needed to select shortest path
- Follow camera paths for tile in image for SPPM
- Follow camera ray path until a visible point is created
- Follow photon path for photonIndex
- Follow photon path through scene and record intersections
- Follow ray through BVH nodes to find primitive intersections
- Follow ith Markov chain for nChainMutations
- Fourier Interpolation Definitions
- FourierBSDF Private Data
- FourierBSDF Public Methods
- FourierBSDFTable Public Data
- FourierBSDFTable Public Methods
- FourierMaterial Declarations
- FourierMaterial Method Definitions
- FourierMaterial Private Data
- Free MemoryArena memory from computing image sample value
- Fresnel Interface
- FresnelBlend Private Data
- FresnelBlend Public Methods
- FresnelConductor Public Methods
- FresnelDielectric Public Methods
- FresnelSpecular Private Data
- FresnelSpecular Public Methods
- Function Definitions
- GaussianFilter Declarations
- GaussianFilter Method Definitions
- GaussianFilter Private Data
- GaussianFilter Public Methods
- GaussianFilter Utility Functions
- General pbrt Initialization
- Generate 1D and 2D array samples using -sequence
- Generate 1D and 2D pixel sample components using -sequence
- Generate LHS samples along diagonal
- Generate SPPM visible points
- Generate bsdfSample for outgoing photon sample
- Generate ith LBVH treelet
- Generate ith bootstrap sample
- Generate photonRay from light source and initialize beta
- Generate a camera subpath with exactly t vertices
- Generate a light subpath with exactly s vertices
- Generate a single sample using BDPT
- Generate arrays of stratified samples for the pixel
- Generate bootstrap samples and compute normalization constant
- Generate camera ray for current sample
- Generate camera ray for pixel for SPPM
- Generate first vertex on camera subpath and start random walk
- Generate first vertex on light subpath and start random walk
- Generate next ray segment or return final transmittance
- Generate random digit permutations for Halton sampler
- Generate random permutation for th prime base
- Generate sample point inside exit pupil bound
- Generate single stratified samples for the pixel
- GeometricPrimitive Declarations
- GeometricPrimitive Method Definitions
- GeometricPrimitive Private Data
- Geometry Inline Functions
- Get BxDF pointer for chosen component
- Get FilmTile for tile
- Get SPPMPixel for pPixel
- Get animatedObjectToWorld transform for shape
- Get new block of memory for MemoryArena
- Get next free node from nodes array
- Get node children pointers for ray
- Get one-ring vertices for boundary vertex
- Get one-ring vertices for interior vertex
- Get pointer light to the light source at the vertex
- Get sampler instance for tile
- Get triangle vertices in p0, p1, and p2
- Get work from workList and run loop iterations
- Global Constants
- Global Forward Declarations
- Global Include Files
- Global Inline Functions
- Global Macros
- GlobalSampler Private Data
- GlobalSampler Public Methods
- GonioPhotometricLight Declarations
- GonioPhotometricLight Method Definitions
- GonioPhotometricLight Private Data
- GonioPhotometricLight Public Methods
- Grab next node to process from todo list
- Graphics State
- Graphics State Methods
- GridDensityMedium Declarations
- GridDensityMedium Method Definitions
- GridDensityMedium Private Data
- GridDensityMedium Public Methods
- HaltonSampler Declarations
- HaltonSampler Local Constants
- HaltonSampler Method Definitions
- HaltonSampler Private Data
- HaltonSampler Private Methods
- Handle all other bidirectional connection cases
- Handle an interaction with a medium or a surface
- Handle boundary conditions for matrix interpolation
- Handle cases with out-of-bounds range or single sample only
- Handle degeneracy at the origin
- Handle degenerate cases for microfacet reflection
- Handle infinity and negative zero for NextFloatUp()
- Handle new edge
- Handle opaque surface along ray’s path
- Handle previously seen edge
- Handle scattering at point in medium for volumetric path tracer
- Handle sphere mapping discontinuity for coordinate differentials
- Handle surface interaction for path generation
- Handle total internal reflection
- Handle total internal reflection for transmission
- Handle zero determinant for triangle partial derivative matrix
- Help out with parallel loop iterations in the current thread
- HenyeyGreenstein Declarations
- HenyeyGreenstein Method Definitions
- HenyeyGreenstein Public Methods
- HomogeneousMedium Declarations
- HomogeneousMedium Method Definitions
- HomogeneousMedium Private Data
- HomogeneousMedium Public Methods
- Ignore invalid connections related to infinite area lights
- ImageIO Declarations
- ImageTexture Declarations
- ImageTexture Method Definitions
- ImageTexture Private Data
- ImageTexture Private Methods
- ImageTexture Public Methods
- Importance sample the BSSRDF
- Importance sample the luminance Fourier expansion
- InfiniteAreaLight Declarations
- InfiniteAreaLight Method Definitions
- InfiniteAreaLight Private Data
- InfiniteAreaLight Public Methods
- Initialize th MIPMap level from st level
- Initialize EWA filter weights if needed
- Initialize Global Variables
- Initialize ProjectionLight projection matrix
- Initialize A, Bx, and By matrices for offset computation
- Initialize BucketInfo for SAH partition buckets
- Initialize CameraSample for current sample
- Initialize EFloat ray coordinate values
- Initialize F and f with the first series term
- Initialize SurfaceInteraction::mediumInterface after Shape intersection
- Initialize SurfaceInteraction from parametric information
- Initialize Triangle shading geometry
- Initialize mortonPrims[i] for ith primitive
- Initialize pixelBounds and pixels array for SPPM
- Initialize primNums for kd-tree construction
- Initialize primitiveInfo array for primitives
- Initialize prims and areaLights for animated shape
- Initialize prims and areaLights for static shape
- Initialize shading partial derivative values
- Initialize si->bsdf with weighted mixture of BxDFs
- Initialize vertex with surface intersection information
- Initialize common variables for Whitted integrator
- Initialize cosine iterates
- Initialize depth of field parameters
- Initialize diffuse component of plastic material
- Initialize dynamically sampled vertex and L for case
- Initialize edges for axis
- Initialize first three columns of viewing matrix
- Initialize fourth column of viewing matrix
- Initialize interior node and continue recursion
- Initialize leaf node if termination criteria met
- Initialize levels of MIPMap from image
- Initialize local variables for selected state
- Initialize material model at sampled surface interaction
- Initialize most detailed level of MIPMap
- Initialize next ray segment or terminate transmittance computation
- Initialize sampling PDFs for infinite area light
- Initialize shading geometry from true geometry
- Initialize sine and cosine iterates
- Initialize specular component of plastic material
- Integrator Declarations
- Integrator Interface
- Integrator Utility Functions
- Interaction Declarations
- Interaction Public Data
- Interaction Public Methods
- Interpolate parametric coordinates and hit point
- Interpolate camera matrix and check if is forward-facing
- Interpolate rotation at dt
- Interpolate scale at dt
- Interpolate translation at dt
- Interpret the camera subpath as a complete path
- Intersect BSSRDF sampling ray against the scene geometry
- Intersect ray with scene and store intersection in isect
- Intersect ray with curve segment
- Intersect ray with primitives in leaf BVH node
- Intersect sample ray with area light geometry
- Interval Definitions
- Interval Public Methods
- Invert definite integral over spline segment and return solution
- LambertianReflection Private Data
- LambertianReflection Public Methods
- LanczosSincFilter Public Methods
- Launch worker threads if needed
- Light Declarations
- Light Interface
- Light Method Definitions
- Light Protected Data
- Light Public Data
- LightFlags Declarations
- LightStrategy Declarations
- Look up and function values of spline segment i
- Look up connection vertices and their predecessors
- Loop over filter support and add sample to pixel arrays
- Loop over pixels in tile to render them
- Loop over wavelength sample segments and add contributions
- LoopSubdiv Function Definitions
- LoopSubdiv Inline Functions
- LoopSubdiv Local Structures
- LoopSubdiv Macros
- Low Discrepancy Data Definitions
- Low Discrepancy Declarations
- Low Discrepancy Function Definitions
- Low Discrepancy Inline Functions
- Low Discrepancy Static Functions
- MIPMap Declarations
- MIPMap Helper Declarations
- MIPMap Method Definitions
- MIPMap Private Data
- MIPMap Private Methods
- MIPMap Public Methods
- MLT Declarations
- MLT Method Definitions
- MLTIntegrator Private Data
- MLTSampler Constants
- MLTSampler Declarations
- MLTSampler Method Definitions
- MLTSampler Private Data
- MLTSampler Private Declarations
- MLTSampler Public Methods
- Main program
- Map u to a spline interval by inverting F
- Map ray onto the raster grid
- Map sampled Beckmann angles to normal direction wh
- Map uniform random numbers to
- MarbleTexture Declarations
- MarbleTexture Private Data
- MarbleTexture Public Methods
- Mark connection vertices as non-degenerate
- Material Declarations
- Material Interface
- Material Method Definitions
- Matrix4x4 Declarations
- Matrix4x4 Method Definitions
- Matrix4x4 Public Methods
- MatteMaterial Declarations
- MatteMaterial Method Definitions
- MatteMaterial Private Data
- MatteMaterial Public Methods
- MaxMinDistSampler Declarations
- MaxMinDistSampler Method Definitions
- MaxMinDistSampler Private Data
- MaxMinDistSampler Public Methods
- Media Declarations
- Media Inline Functions
- Medium Declarations
- Medium Interface
- MediumInteraction Public Data
- MediumInteraction Public Methods
- MediumInterface Declarations
- MediumInterface Public Methods
- Memory Allocation Functions
- Memory Declarations
- MemoryArena Private Data
- MemoryArena Public Methods
- Merge pixel into Film::pixels
- Merge image tile into Film
- MicrofacetDistribution Declarations
- MicrofacetDistribution Method Definitions
- MicrofacetDistribution Protected Data
- MicrofacetDistribution Protected Methods
- MicrofacetDistribution Public Methods
- MicrofacetReflection Private Data
- MicrofacetReflection Public Methods
- MicrofacetTransmission Private Data
- MicrofacetTransmission Public Methods
- MitchellFilter Declarations
- MitchellFilter Method Definitions
- MitchellFilter Public Methods
- MixMaterial Declarations
- MixMaterial Method Definitions
- MixMaterial Private Data
- MixMaterial Public Methods
- MixTexture Declarations
- MixTexture Public Methods
- Modify ray for depth of field
- Parallel Declarations
- Parallel Definitions
- Parallel Local Definitions
- ParallelForLoop Private Data
- ParallelForLoop Private Methods
- ParallelForLoop Public Methods
- ParamSet Declarations
- ParamSet Methods
- ParamSet Private Data
- ParamSet Public Methods
- ParamSetItem Data
- ParamSetItem Methods
- Parse scene from input files
- Parse scene from standard input
- Partition primitives into equally sized subsets
- Partition primitives into two sets and build children
- Partition primitives through node’s midpoint
- Partition primitives using approximate SAH
- PathIntegrator Declarations
- PathIntegrator Method Definitions
- PathIntegrator Private Data
- PathIntegrator Public Methods
- Perform nIterations of SPPM integration
- Perform a Newton step
- Perform bump mapping with bumpMap, if present
- Perform connection and write contribution to L
- Perform one pass of radix sort, sorting bitsPerPass bits
- Perform projective divide for perspective projection
- Perform ratio tracking to estimate the transmittance value
- Perform ray–triangle intersection test
- Perform triangle edge and determinant tests
- Perform trilinear interpolation at appropriate MIPMap level
- Perlin Noise Data
- Permute LHS samples in each dimension
- Permute components of triangle vertices and ray direction
- PerspectiveCamera Declarations
- PerspectiveCamera Method Definitions
- PerspectiveCamera Private Data
- PerspectiveCamera Public Methods
- PhaseFunction Interface
- Pick a side and declare bisection variables
- PixelSampler Protected Data
- PlanarMapping2D Public Methods
- PlasticMaterial Declarations
- PlasticMaterial Method Definitions
- PlasticMaterial Private Data
- PlasticMaterial Public Methods
- Point Declarations
- Point sample Checkerboard2DTexture
- Point2 Public Data
- Point2 Public Methods
- Point3 Public Data
- Point3 Public Methods
- PointLight Declarations
- PointLight Method Definitions
- PointLight Private Data
- PointLight Public Methods
- Populate mi with medium interaction information and return
- Populate arguments and compute the importance value
- Possibly add emitted light at intersection
- Possibly create area light for shape
- Possibly create visible point and end camera path
- Possibly terminate photon path with Russian roulette
- Possibly terminate the path with Russian roulette
- Potentially flip and return the result
- Potentially swap indices of refraction
- Precompute and filter table offsets
- Precompute filter weight table
- Precompute information for dipole integrand
- Precompute values for Monte Carlo sampling of GridDensityMedium
- Prepare tileSampler for pPixel
- Prepare for next level of subdivision
- Prepare to traverse kd-tree for ray
- PrimarySample Public Data
- PrimarySample Public Methods
- Primitive Declarations
- Primitive Interface
- Process SPPM camera ray intersection
- Process kd-tree interior node
- Process scene description
- ProfilePhase Private Data
- ProfilePhase Public Methods
- ProgressReporter Public Methods
- Project curve control points to plane perpendicular to ray
- Project point onto projection plane and compute light
- ProjectionLight Declarations
- ProjectionLight Method Definitions
- ProjectionLight Private Data
- ProjectiveCamera Protected Data
- ProjectiveCamera Public Methods
- Push vertices to limit surface
- Put vert one-ring in pRing
- Put far BVH node on nodesToVisit stack, advance to near node
- RGBSpectrum Public Methods
- RNG Public Methods
- Radix sort primitive Morton indices
- Random Number Declarations
- Randomly choose a single light to sample, light
- Randomly choose one of several intersections during BSSRDF sampling
- Randomly shuffle 1D sample points
- Ray Declarations
- Ray Public Data
- Ray Public Methods
- RayDifferential Public Data
- RayDifferential Public Methods
- Re-scale u for continous spline sampling step
- RealisticCamera Declarations
- RealisticCamera Method Definitions
- RealisticCamera Private Data
- RealisticCamera Private Declarations
- RealisticCamera Private Methods
- Record medium interaction in path and compute forward density
- Recursively initialize children nodes
- Refine cylinder intersection point
- Refine disk intersection point
- Refine sphere intersection point
- Refine subdivision mesh into triangles
- Reflection Declarations
- Reject disk intersections for rays parallel to the disk’s plane
- Remap Sobol dimensions used for pixel samples
- Remap BxDF sample u to
- Render image tiles in parallel
- Render section of image corresponding to tile
- RenderOptions Public Data
- RenderOptions Public Methods
- Report thread statistics at worker thread exit
- Reproject pObj to cylinder surface and compute pObjError
- Reproject pObj to sphere surface and compute pObjError
- Request samples for sampling all lights
- Resample image in direction
- Resample image to power-of-two resolution
- Reset if a large step took place in the meantime
- Reset VisiblePoint in pixel
- Reset array offsets for next pixel sample
- Return corresponding to sample
- Return BSSRDF profile density for channel ch
- Return Interaction for sampled point on sphere
- Return MIPMap from texture cache if present
- Return false if x is out of bounds
- Return insideDot result if point is inside dot
- Return combined probability from all BSSRDF sampling strategies
- Return contribution of specular reflection
- Return emitted radiance for infinite light sources
- Return entire element bounds if no rays made it through the lens system
- Return importance for point on image plane
- Return motion bounds accounting for animated rotation
- Return probability per unit area at vertex next
- Return radiance value for infinite light direction
- Return raster position if requested
- Return sample point rotated by angle of pFilm with axis
- Return solid angle density for infinite light sources
- Return solid angle density for non-infinite light sources
- Return solid angle density if next is an infinite area light
- Return the sample position and function value
- Return uniform PDF if point is inside sphere
- Return weighting factor for scattering from homogeneous medium
- Return weighting for RealisticCamera ray
- Return zero importance for out of bounds points
- Rotate dpdvPlane to give cylindrical appearance
- Round offset point po away from p
- Round up nBytes to minimum machine alignment
- Run nChains Markov chains in parallel
- Run a chunk of loop iterations for loop
- Run delta-tracking iterations to sample a medium interaction
- Run iterations immediately if not using threads or if count is small
- Run loop indices in [indexStart, indexEnd)
- Run the Markov chain for nChainMutations steps
- SDEdge Comparison Function
- SDEdge Constructor
- SDFace Methods
- SDVertex Constructor
- SPPM Declarations
- SPPM Local Definitions
- SPPM Method Definitions
- SPPMIntegrator Private Data
- SPPMPixel Public Data
- Sample BSDF fr and direction wi for reflected photon
- Sample BSDF at current vertex and compute reverse probability
- Sample BSDF to get new path direction
- Sample BSDF with multiple importance sampling
- Sample BSSRDF profile in polar coordinates
- Sample a channel and distance along the ray
- Sample a collection of points on the rear lens to find exit pupil
- Sample a cosine-weighted outgoing direction w for area light
- Sample a point on the area light’s Shape, pShape
- Sample a point on the camera and connect it to the light subpath
- Sample chosen BxDF
- Sample direction and compute reverse density at preceding vertex
- Sample full distribution of normals for Beckmann distribution
- Sample illumination from lights to find path contribution
- Sample initial ray for camera subpath
- Sample initial ray for light subpath
- Sample light source with multiple importance sampling
- Sample microfacet orientation and reflected direction
- Sample new photon ray direction
- Sample point on lens
- Sample real point source depth
- Sample scattered direction for medium interactions
- Sample scattered direction for surface interactions
- Sample sphere uniformly inside subtended cone
- Sample the participating medium, if present
- Sample the standard normal distribution
- Sample uniformly on sphere if is inside it
- Sample zenith angle component for FourierBSDF
- SampledSpectrum Private Data
- SampledSpectrum Public Methods
- Sampler Declarations
- Sampler Interface
- Sampler Method Definitions
- Sampler Private Data
- Sampler Protected Data
- Sampler Public Data
- SamplerIntegrator Declarations
- SamplerIntegrator Method Definitions
- SamplerIntegrator Private Data
- SamplerIntegrator Protected Data
- SamplerIntegrator Public Methods
- Sampling Declarations
- Sampling Function Definitions
- Sampling Inline Functions
- Save final image after rendering
- Scale hitWidth based on ribbon orientation
- Scale canonical perspective view to specified field of view
- Scale pixel value by scale
- ScaleTexture Declarations
- ScaleTexture Private Data
- ScaleTexture Public Methods
- ScaledBxDF Public Methods
- Scan over ellipse bound and compute quadratic equation
- Scene Constructor Implementation
- Scene Declarations
- Scene Method Definitions
- Scene Private Data
- Scene Public Data
- Scene Public Methods
- ScopedAssignment Public Methods
- Search for the interval idx containing x
- See if hit point is inside disk radii and
- Select initial state from the set of bootstrap samples
- Select intersection based on ray direction and element curvature
- SeparableBSSRDF Interface
- SeparableBSSRDF Private Data
- SeparableBSSRDF Public Methods
- SeparableBSSRDFAdapter Public Methods
- Set BSSRDF value Sr[ch] using tensor spline interpolation
- Set face to vertex pointers
- Set in and out vector pointers for radix sort pass
- Set initial guess for by importance sampling a linear interpolant
- Set neighbor pointers in faces
- Set ray origin and direction for infinite light ray
- Set spatial density of path[0] for infinite area light
- Set spatial density of path[1] for infinite area light
- Shape Declarations
- Shape Interface
- Shape Method Definitions
- Shape Public Data
- Shift siEval du in the direction
- Sinc Filter Declarations
- Sinc Filter Method Definitions
- Sleep until there are more tasks to run
- Sobol Matrix Declarations
- SobolSampler Declarations
- SobolSampler Method Definitions
- SobolSampler Private Data
- SobolSampler Public Methods
- Solve quadratic equation for t values
- Sort edges for axis
- Sort samples if unordered, use sorted for returned spectrum
- Spectral Data Declarations
- Spectrum Declarations
- Spectrum Inline Functions
- Spectrum Method Definitions
- Spectrum Utility Declarations
- SpecularReflection Private Data
- SpecularReflection Public Methods
- SpecularTransmission Private Data
- SpecularTransmission Public Methods
- Sphere Declarations
- Sphere Method Definitions
- Sphere Private Data
- Sphere Public Methods
- Splat both current and proposed samples to film
- Spline Interpolation Declarations
- Spline Interpolation Definitions
- Split tInterval and check both resulting intervals
- Split curve segment into sub-segments and test for intersection
- SpotLight Declarations
- SpotLight Method Definitions
- SpotLight Private Data
- Start recursive construction of kd-tree
- StatRegisterer Private Data
- StatRegisterer Public Methods
- Statistics Declarations
- Statistics Definitions
- Statistics Local Variables
- Statistics Macros
- StatsAccumulator Private Data
- StatsAccumulator Public Methods
- Stop the iteration if converged
- Store final image computed with MLT
- Store high-precision reference value in EFloat
- Store primitive ids for leaf node
- Store sorted values in output array
- StratifiedSampler Declarations
- StratifiedSampler Method Definitions
- StratifiedSampler Private Data
- StratifiedSampler Public Methods
- SubsurfaceMaterial Declarations
- SubsurfaceMaterial Method Definitions
- SubsurfaceMaterial Private Data
- SurfaceInteraction Declarations
- SurfaceInteraction Method Definitions
- SurfaceInteraction Public Data
- TabulatedBSSRDF Private Data
- TabulatedBSSRDF Public Methods
- Temporarily update vertex properties for current strategy
- Terminate path if ray escaped or maxDepth was reached
- Test cylinder intersection against clipping parameters
- Test disk value against
- Test intersection against alpha texture, if present
- Test intersection point against curve width
- Test intersection point against element aperture
- Test ray against segment endpoint boundaries
- Test sample point against tangent perpendicular at curve start
- Test sphere intersection against clipping parameters
- Texture Declarations
- Texture Inline Functions
- Texture Interface
- Texture Method Definitions
- TextureMapping2D Interface
- TextureMapping3D Interface
- TextureParams Declarations
- TextureParams Method Definitions
- TextureParams Private Data
- TextureParams Public Methods
- Trace a ray and sample the medium, if any
- Trace photons and accumulate contributions
- Trace ray from pFilm through lens system
- Trace rays for specular reflection and refraction
- Trace the camera and light subpaths
- Transform BSSRDF value into world space units
- Transform Declarations
- Transform Inline Functions
- Transform Method Definitions
- Transform Private Data
- Transform Public Methods
- Transform Ray to object space
- Transform p and pError in SurfaceInteraction
- Transform rCamera from camera to lens system space
- Transform rLens from lens system space back to camera space
- Transform instance’s intersection data to world space
- Transform mesh vertices to world space
- Transform step function integral into CDF
- Transform triangle vertices to ray coordinate space
- TransformCache Private Data
- TransformSet Public Methods
- TransformedPrimitive Declarations
- TransformedPrimitive Method Definitions
- TransformedPrimitive Private Data
- TransformedPrimitive Public Methods
- Translate vertices based on ray origin
- TransportMode Declarations
- Traverse kd-tree nodes in order for ray
- Triangle Declarations
- Triangle Method Definitions
- Triangle Private Data
- Triangle Private Methods
- Triangle Public Methods
- TriangleFilter Declarations
- TriangleFilter Method Definitions
- TriangleMesh Data
- Trilinearly interpolate density values to compute local density
- TrowbridgeReitzDistribution Private Data
- TrowbridgeReitzDistribution Public Methods
- Try to cull curve segment versus ray
- Try to get memory block from availableBlocks
- UVTexture Declarations
- UVTexture Public Methods
- Uniformly sample a lens interaction lensIntr
- Update BSSRDF transmission term to account for adjoint light transport
- Update f and v for next level of subdivision
- Update loop to reflect completion of iterations
- Update loop to reflect iterations this thread will run
- Update pixel and for nearby photon
- Update scale to account for adjoint light transport
- Update tFar to ensure robust ray–bounds intersection
- Update tHit for quadric intersection
- Update best split if this is lowest cost so far
- Update bisection bounds using updated t
- Update child vertex pointer to new even vertex
- Update child vertex pointer to new odd vertex
- Update children f pointers for neighbor children
- Update children f pointers for siblings
- Update even vertex face pointers
- Update face neighbor pointers
- Update face vertex pointers
- Update interval for ith bounding box slab
- Update neighbor pointer for edgeNum
- Update new mesh topology
- Update parametric interval from slab intersection values
- Update pixel photon count, search radius, and from photons
- Update pixel values from this pass’s photons
- Update pixel values with filtered sample contribution
- Update ray for effect of lens
- Update ray from film accounting for interaction with element
- Update ray path for element interface interaction
- Update reverse density of vertex
- Update reverse density of vertex
- Update sampled vertex for or strategy
- Update transmittance for current ray segment
- Update vertex positions and create new edge vertices
- Update vertex positions for even vertices
- Use Newton’s method to refine zero
- Use a single sample for illumination from light