Index of Fragments
- Account for in importance at surfaces
- Account for emissive surface if light was not sampled
- Account for infinite lights if ray has no intersection
- Account for media between layers and possibly scatter
- Account for non-symmetry with transmission to different medium
- Account for reflection at exitInterface
- Account for reflection at the entrance interface
- Account for scattering at appropriate interface
- Account for scattering through exitInterface
- Account for scattering through exitInterface using wis
- Accumulate contributions from infinite light sources
- Add buf contents to cache and return pointer to cached copy
- Add job to head of jobList
- Add camera ray’s contribution to image
- Add emission from medium scattering event
- Add emission to surviving ray
- Add emitted light at intersection point or from the environment
- Add emitted light at volume path vertex or from the environment
- Add entry to treeletsToBuild for this treelet
- Add infinite light contribution using both PDFs with MIS
- Add outcome i to an alias table work list
- Add splat value at pixel
- Adjust PDF for warp product sampling of triangle factor
- Adjust normal based on orientation and handedness
- Advance v to next higher float
- Advance to next layer boundary and update beta for transmittance
- Advance to next subtree level if there is no LBVH split for this bit
- Advance to next voxel in maximum density grid
- AliasTable Definition
- AliasTable Method Definitions
- AliasTable Private Members
- AliasTable Public Methods
- Allocate BVHSplitBucket for SAH partition buckets
- Allocate interior LightBVHNode and recursively initialize children
- Allocate memory for ConcreteBxDF and return BSDF for material
- AnimatedPrimitive Definition
- AnimatedPrimitive Private Members
- AnimatedPrimitive Public Methods
- Apply Owen scrambling to binary digit b in v
- Apply bisection to bracket u
- Apply concentric mapping to point
- Apply random permutations to full base-4 digits
- Apply shear transformation to translated vertex positions
- Apply texture mapping and flip coordinate for image texture lookup
- Apply warp product sampling for cosine factor at reference point
- Approximate screen-space change in based on camera projection
- Array2D Definition
- Array2D Private Members
- Array2D Public Methods
- AsyncJob Definition
- AsyncJob Private Members
- AsyncJob Public Methods
- Asynchronous Task Launch Function Definitions
- AtomicFloat Definition
- AtomicFloat Private Members
- AtomicFloat Public Methods
- BSDF Definition
- BSDF Private Members
- BSDF Public Methods
- BSDFSample Definition
- BSDFSample Public Methods
- BVHAggregate Definition
- BVHAggregate Method Definitions
- BVHAggregate Private Members
- BVHAggregate Public Types
- BVHAggregate Utility Functions
- BVHBuildNode Definition
- BVHBuildNode Public Methods
- BVHLightSampler Definition
- BVHLightSampler Method Definitions
- BVHLightSampler Private Members
- BVHLightSampler Private Methods
- BVHLightSampler Public Methods
- BVHPrimitive Definition
- BVHPrimitive Public Methods
- BVHSplitBucket Definition
- BasicPBRTOptions Definition
- BasicScene Definition
- BasicScene Method Definitions
- BasicScene Private Members
- BasicScene Public Members
- BasicScene Public Methods
- BasicSceneBuilder Definition
- BasicSceneBuilder Method Definitions
- BasicSceneBuilder Private Members
- BasicSceneBuilder Private Methods
- BasicSceneBuilder::GraphicsState Definition
- BasicTextureEvaluator Definition
- BasicTextureEvaluator Public Methods
- Bezier Inline Functions
- Bilinear Patch Inline Functions
- BilinearIntersection Definition
- BilinearPatch Definition
- BilinearPatch Method Definitions
- BilinearPatch Private Members
- BilinearPatch Private Methods
- BilinearPatch Public Methods
- BilinearPatchMesh Definition
- BilinearPatchMesh Public Members
- Bilinearly interpolate between surrounding table values
- BinaryPermuteScrambler Definition
- Bit Operation Inline Functions
- BlackbodySpectrum Private Members
- BlackbodySpectrum Public Methods
- Blue noise lookup functions
- Bounds2 Definition
- Bounds3 Definition
- Bounds3 Inline Functions
- Bounds3 Public Members
- Bounds3 Public Methods
- Bounds[23][fi] Definitions
- BoxFilter Definition
- BoxFilter Public Methods
- BufferCache Definition
- BufferCache Global Declarations
- BufferCache Private Members
- BufferCache Public Methods
- BufferCache::Buffer Definition
- BufferCache::Buffer Public Methods
- BufferCache::BufferHasher Definition
- Build BVH according to selected splitMethod
- Build BVH for primitives using bvhPrimitives
- Build BVH from primitives
- Bump Mapping Function Definitions
- BxDF Definition
- BxDF Interface
- BxDF Method Definitions
- BxDFFlags Definition
- BxDFFlags Inline Functions
- BxDFReflTransFlags Definition
- CHECK Macro Definitions
- CHECK_IMPL Macro Definition
- CPUAggregate Method Definitions
- Call Film::AddSample() with VisibleSurface for pixel sample
- Call NormalMap() to find shading geometry
- Call callback function for sample within segment
- Camera Definition
- Camera Interface
- CameraBase Definition
- CameraBase Method Definitions
- CameraBase Protected Members
- CameraBase Protected Methods
- CameraBase Public Methods
- CameraBaseParameters Definition
- CameraRay Definition
- CameraRayDifferential Definition
- CameraSample Definition
- CameraTransform Definition
- CameraTransform Method Definitions
- CameraTransform Private Members
- Check for intersection with primitive in BVH node
- Check for ray intersection against and slabs
- Check for valid reflection configurations
- Check for zero emitted radiance from point on area light
- Check function endpoints for roots
- Check if bilinear patch vertices are coplanar
- Check if planar vertices form a rectangle
- Check intersection against tMax and possibly return intersection
- Check pixel against film bounds
- Check quadric shape t0 and t1 for nearest intersection
- Check ray against BVH node
- Check sampled point on shape against alpha texture, if present
- CheckCallbackScope Public Methods
- Choose a light source for the direct lighting calculation
- Choose level of detail for EWA lookup and perform EWA filtering
- Choose permutation p to use for digit
- Clamp derivatives of and to reasonable values
- Clamp ellipse vector ratio if too large
- Clean up after rendering the scene
- CoatedConductorBxDF Definition
- CoatedDiffuseBxDF Definition
- Color Space Constants
- ColorEncoding Definitions
- ColorEncoding Interface
- ColorEncoding Method Definitions
- Command-line Argument Utility Functions
- CompactLightBounds Definition
- CompactLightBounds Private Members
- CompactLightBounds Private Methods
- CompactLightBounds Public Methods
- CompensatedFloat Definition
- CompensatedFloat Public Methods
- CompensatedSum Definition
- CompensatedSum Public Methods
- Composite BxDFFlags definitions
- Compute texture coordinates at bilinear patch
- Compute texture coordinates for sampled
- Compute coordinates for sphere sample
- Compute and surface normal for sampled point on rectangle
- Compute for sampled point on disk
- Compute for sampled point on triangle
- Compute PDF from individual terms
- Compute at new path vertex
- Compute and test against
- Compute for reference point
- Compute using Snell’s law
- Compute for refracted ray
- Compute and for original quadrant and return vector
- Compute for Henyey–Greenstein sample
- Compute weights for rectangle seen from reference point
- Compute -based weights w at sample domain corners
- 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 for refracted ray
- Compute and for spherical mapping
- Compute and for RGBGridMedium
- Compute and terms accounting for scales
- Compute and values for sample in cone
- Compute for and
- Compute and its determinant
- Compute attenuation at initial cylinder intersection
- Compute attenuation term
- Compute and derivatives with respect to and
- Compute coordinate of curve intersection point and hitWidth
- Compute and for the first intersection
- Compute coordinate of curve intersection point
- Compute and resampling weights for image resizing
- Compute such that
- Compute 2D bounds bCond for conditional sampling
- Compute BSDF at random walk intersection point
- Compute Bézier curve derivative at
- Compute EWA ellipse axes
- Compute Jacobian determinant of mapping if needed
- Compute MIP Map level for width and handle very wide filter
- Compute MIS weight for infinite light
- Compute MIS-weighted estimate of Equation (14.38)
- Compute MIS-weighted radiance contribution from infinite light
- Compute Morton indices of primitives
- Compute Owen-scrambled digit for digitIndex
- Compute PDF and return point sampled from windowed function
- Compute PDF for sampled hair scattering direction wi
- Compute PDF for sampled infinite light direction
- Compute PDF for sampled offset
- Compute PDF for sampled wavelengths
- Compute PDF for sampling the coordinates given by intr.uv
- Compute PDF in solid angle measure from shape intersection point
- Compute PDF of rough dielectric reflection
- Compute PDF of rough dielectric transmission
- Compute PMF and remapped u value, if necessary
- Compute XYZ from camera RGB matrix
- Compute R and T accounting for scattering between interfaces
- Compute cosTotalWidth for perspective camera
- Compute inOffset into inBuf for (xOut, yOut)
- Compute outputRGBFromSensorRGB matrix
- Compute pError for sampled bilinear patch
- Compute phi for diffuse area light bounds
- Compute renderFromCamera transformation
- Compute rgbCamera values for training swatches
- Compute shading.n for SurfaceInteraction
- Compute stratum index for current pixel and dimension
- Compute tHit for curve intersection
- Compute up for th wavelength sample
- Compute wi from sampled hair scattering angles
- Compute worldFromRender for camera-space rendering
- Compute worldFromRender for camera-world space rendering
- Compute worldFromRender for world-space rendering
- Compute absolute error for transformed point, pError
- Compute alias table offset and remapped random sample up
- Compute and return DirectionCone for bounding sphere
- Compute angle from center of sphere to sampled point on surface
- Compute angle for square to sphere mapping
- Compute area of subtriangle
- Compute area light’s weighted radiance contribution to the path
- Compute attenuation term accounting for remaining orders of scattering
- Compute attenuation terms up to
- Compute auxiliary intersection points with plane, px and py
- Compute average normal and return normal bounds for patch
- Compute barycentric coordinates and value for triangle intersection
- Compute bilinear patch geometric quantities at sampled
- Compute bilinear patch normal n00 at
- Compute bilinear patch point , , and for
- Compute bilinear patch shading normal if necessary
- Compute blackbody normalization constant for given temperature
- Compute bound of primitive centroids and choose split dimension dim
- Compute bounding box of all primitive centroids
- Compute bounding sphere for b and check if p is inside
- Compute bounds of affected pixels for splat, splatBounds
- Compute bounds of all primitives in BVH node
- Compute bump-mapped differential geometry
- Compute change of variables factor dwdA for projection light pixel
- Compute child importances and update PMF for current node
- Compute chunk size for parallel loop
- Compute clamped squared distance to reference point
- Compute coefficients for fundamental forms
- Compute common factors for specular ray differentials
- Compute complex for Fresnel equations using Snell’s law
- Compute conditional sampling distribution for
- Compute cone sample via Taylor series expansion for small angles
- Compute contribution of remaining terms after pMax
- Compute cosines and for conductor BRDF
- Compute cost for candidate split and update minimum if necessary
- Compute costs for splitting after each bucket
- Compute current voxel for axis and handle negative zero direction
- Compute curve for flat and cylinder curves
- Compute cylinder and
- Compute cylinder and
- Compute cylinder hit point and
- Compute cylinder quadratic coefficients
- Compute cylinder quadratic discriminant discrim
- Compute cylinder sample position pi and normal n from and
- Compute deltas and matrix determinant 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 differential transmitted directions
- Compute differentials for position and at intersection point
- Compute direction wi for Henyey–Greenstein sample
- Compute discrete pixel coordinates and offsets for p
- Compute edge function coefficients e0, e1, and e2
- Compute emitted radiance using temperatureGrid or Le_spec
- Compute error bounds pError for sampled point on triangle
- Compute error bounds pError for triangle intersection
- Compute error bounds for curve intersection
- Compute error bounds for cylinder intersection
- Compute error bounds for disk intersection
- Compute error bounds for sphere intersection
- Compute error for transformed exact p
- Compute estimate of
- Compute estimate of
- Compute final weighted radiance value
- Compute frame for portal coordinate system
- Compute general solid angle sphere PDF
- Compute generalized half vector wm
- Compute grid emission Le at p
- Compute hair coordinate system terms related to wi
- Compute hair coordinate system terms related to wo
- Compute image extents and allocate xBuf
- Compute image resampling weights for ith pixel
- Compute incident radiance Li for SpotLight
- Compute index of refraction for dielectric material
- Compute infinite light sampling probability pInfinite
- Compute initial Sobol sample v using generator matrices
- Compute integer indices and offsets for coefficient interpolation
- Compute integral of step function at
- Compute intermediate vector for vector reflection
- Compute leaf cost and SAH split cost for chosen split
- Compute light BVH child node importances
- Compute light’s PMF by walking down tree nodes to the light
- Compute lights’ power and initialize alias table
- Compute marginal sampling distribution
- Compute matrix determinants for and numerators
- Compute medium event probabilities for interaction
- Compute minimum differentials for PerspectiveCamera
- Compute minimum differentials for orthographic camera
- Compute more accurate oneMinusCosThetaMax for small solid angle
- Compute normalized cross products of all direction pairs
- Compute number of digits needed for base
- Compute number of scanlines to render per pass
- Compute offset along CDF segment
- Compute offset positions and evaluate displacement texture
- Compute offset rays for PerspectiveCamera ray differentials
- Compute offset to CDF values that bracket
- Compute offsets from pixels to the 4 pixels used for downsampling
- Compute parametric of point on bilinear patch
- Compute partial derivatives of with respect to
- Compute partial derivatives of
- Compute partial derivatives of with respect to
- Compute path radiance contribution from infinite light
- Compute path throughput and path PDFs for light sample
- Compute pixel coordinates for pixelIndex
- Compute plane intersection for disk
- Compute point on plane of focus
- Compute probabilities pr and pt for sampling reflection and transmission
- Compute projection image area A
- Compute projective camera screen transformations
- Compute projective camera transformations
- Compute quadratic values
- Compute quadratic t values
- Compute quantities related to the for cone
- Compute radiance for portal light sample and return LightLiSample
- Compute radius r as signed distance from diagonal
- Compute random permutations for all digits
- Compute raster and camera sample positions
- Compute ray differentials for OrthographicCamera
- Compute ray differentials for specular reflection or transmission
- Compute ray direction for specular transmission
- Compute ray direction using equal-area mapping
- Compute ray direction using equirectangular mapping
- Compute reflection at rough dielectric interface
- Compute rescaled sample
- Compute rescaled path probability for absorption at path vertex
- Compute rotation of first basis vector
- Compute sample u0 that gives the area
- Compute sampled spherical triangle direction and return barycentrics
- Compute sampling distribution for filter
- Compute scaled hit distance to triangle and test against ray range
- Compute shading bitangent ts for triangle and adjust ss
- Compute shading normal ns for triangle
- Compute shading normal if bump or normal mapping is being used
- Compute shading normals for bilinear patch intersection point
- Compute shading tangent ss for triangle
- Compute sine and cosine of angle to vector w,
- Compute solid angle PDF for sampling bilinear patch from ctx
- Compute sphere and
- Compute sphere and
- Compute sphere hit position and
- Compute sphere quadratic coefficients
- Compute sphere quadratic discriminant discrim
- Compute spherical camera ray direction
- Compute squared radius and filter texel if it is inside the ellipse
- Compute starting index in output array for each bucket
- Compute sum of weights
- Compute sums along first row and column
- Compute sums for the remainder of the entries
- Compute surface normal and sampled point on sphere
- Compute surface normal for sampled bilinear patch
- Compute surface normal for sampled point on triangle
- Compute surface normal for sphere sample and return ShapeSample
- Compute tangent plane equation for ray differential intersections
- Compute texture coordinate differentials for spherical mapping
- Compute texture coordinates for bilinear patch intersection point
- Compute the ellipse’s bounding box in texture space
- Compute the spread angle of the merged cone,
- Compute the transmittance T of a single path through the cylinder
- Compute transmission at rough dielectric interface
- Compute triangle and via matrix inversion
- Compute triangle partial derivatives
- Compute updated path throughput and PDFs and enqueue indirect ray
- Compute vectors a, b, and c to spherical triangle vertices
- Compute voxel coordinates and offsets for p
- Compute weighted radiance for escaped ray
- Compute white balancing matrix for XYZ PixelSensor
- Compute whitepoint primaries and XYZ coordinates
- ConductorBxDF Definition
- ConductorBxDF Private Members
- ConductorBxDF Public Methods
- Confirm light has nonzero importance before returning light sample
- Consume results for asynchronously created Medium objects
- Convert BVH into compact representation in nodes array
- Convert EWA coordinates to appropriate scale for level
- Convert rgb to output RGB color space
- Convert area sampling PDF in ss to solid angle measure
- Convert command-line arguments to vector of strings
- Convert infinite light sample point to direction
- Convert portal image sample point to direction and compute PDF
- Convert sample radiance to PixelSensor RGB
- Copy final result from tempVector, if needed
- Copy resampled image pixels out into resampledImage
- Copy two scanlines from image out to its pyramid level
- 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 AsyncJob for func and args
- Create MIPMap for filename and add to texture cache
- Create ParameterDictionary for medium and call AddMedium()
- Create alias table work lists
- Create and enqueue ParallelForLoop1D for this loop
- Create and return SAH BVH from LBVH treelets
- Create and return interior LBVH node
- Create and return leaf node of LBVH treelet
- Create interior flattened BVH node
- Create leaf BVHBuildNode
- Create microfacet distribution for dielectric material
- Curve Definition
- Curve Method Definitions
- Curve Private Members
- Curve Public Methods
- CurveCommon Definition
- CurveCommon Public Members
- CurveType Definition
- Cylinder Definition
- Cylinder Method Definitions
- Cylinder Private Members
- Cylinder Public Methods
- CylindricalMapping Definition
- CylindricalMapping Private Members
- DDAMajorantIterator Definition
- DDAMajorantIterator Private Members
- DDAMajorantIterator Public Methods
- Declare Allocators used for BVH construction
- Declare RNG for layered BSDF evaluation
- Declare RNG for layered PDF evaluation
- Declare common variables for light BVH traversal
- Declare common variables for rendering image in tiles
- Declare local variables for PathIntegrator::Li()
- Declare local variables for delta tracking integration
- Declare path state variables for ray to light source
- Declare state for random walk through BSDF layers
- Declare state variables for volumetric path sampling
- Declare variables for parsed command line
- Define Cache Line Size Constant
- Define Allocator
- Define co lambda for looking up sigmoid polynomial coefficients
- Define create lambda function for Medium creation
- Define generateRays lambda function
- Define getBSDF lambda function for Material::GetBSDF()
- Define cosine and sine clamped subtraction lambdas
- Define lambda function Px for marginal cumulative distribution
- Define lambda function for conditional distribution and sample
- Define the full set of 4-way permutations in permutations
- DenselySampledSpectrum Private Members
- DenselySampledSpectrum Public Methods
- Determine Fresnel reflectance of rough dielectric boundary
- Determine entrance interface for layered BSDF
- Determine exit interface and exit for layered BSDF
- Determine extent in source image and copy pixel values to inBuf
- Determine half-direction vector
- Determine the range of loop iterations to run in this step
- Determine which term to sample for hair scattering
- DielectricBxDF Definition
- DielectricBxDF Method Definitions
- DielectricBxDF Private Members
- DielectricBxDF Public Methods
- DielectricMaterial Definition
- DielectricMaterial Private Members
- DielectricMaterial Public Methods
- DielectricMaterial Type Definitions
- DiffuseAreaLight Definition
- DiffuseAreaLight Method Definitions
- DiffuseAreaLight Private Members
- DiffuseAreaLight Private Methods
- DiffuseAreaLight Public Methods
- DiffuseBxDF Definition
- DiffuseBxDF Public Methods
- DiffuseMaterial Definition
- DiffuseMaterial Private Members
- DiffuseMaterial Public Methods
- DiffuseMaterial Type Definitions
- DigitPermutation Definition
- DigitPermutation Private Members
- DigitPermutation Public Methods
- DirectionCone Definition
- DirectionCone Function Definitions
- DirectionCone Inline Functions
- DirectionCone Public Members
- DirectionCone Public Methods
- Discard backfacing microfacets
- Discard directions behind projection light
- Disk Definition
- Disk Method Definitions
- Disk Private Members
- Disk Public Methods
- DisplayServer Function Declarations
- DistantLight Definition
- DistantLight Method Definitions
- DistantLight Private Members
- DistantLight Public Methods
- Downsample image to create next level and update pyramid
- Either create leaf or split primitives at selected SAH bucket
- Encode octahedral vector with
- End path if maximum depth reached
- Enqueue job or run it immediately
- Enqueue asynchronous job to create sampler
- Enqueue camera ray and set pixel state for sample
- Enqueue camera ray for intersection tests
- Enqueue shadow ray with tentative radiance contribution
- Ensure correct orientation of geometric normal for normal bounds
- Ensure that computed triangle is conservatively greater than zero
- Error Reporting Function Declarations
- Error Reporting Inline Functions
- EscapedRayWorkItem Definition
- EscapedRayWorkItem Public Members
- Estimate and position differentials at intersection point
- Estimate and in tangent plane at intersection point
- Estimate BSDF’s albedo
- Estimate LayeredBxDF value f using random sampling
- Estimate light-sampled direct illumination at intr
- Estimate radiance along ray using simple path tracing
- Estimate radiance for ray path using delta tracking
- Estimate screen-space change in
- Estimate screen-space change in using ray differentials
- Evaluate BRDF and return BSDFSample for rough transmission
- Evaluate BSDF at surface for sampled direction
- Evaluate BSDF for light and possibly add scattered radiance
- Evaluate BSDF for light sample and check light visibility
- Evaluate BSDF or phase function for light sample direction
- Evaluate Fresnel factor F for conductor BRDF
- Evaluate TRT term for PDF estimate
- Evaluate direction bounds measure for LightBounds
- Evaluate estimator to compute coefficients
- Evaluate filter at pi and add splat contribution
- Evaluate function and narrow bracket range [x0, x1]
- Evaluate hair BSDF
- Evaluate inverse parameterization
- Evaluate layered BSDF PDF sample
- Evaluate material and BSDF for ray intersection
- Evaluate normal or bump map, if present
- Evaluate polynomial approximation of
- Evaluate predicate at midpoint and update first and size
- Evaluate radiance along camera ray
- Evaluate rough conductor BRDF
- Evaluate rough dielectric BSDF
- Evaluate sampling PDF of rough conductor BRDF
- Evaluate sampling PDF of rough dielectric BSDF
- Evaluate spectral 5D interpolant
- EvaluateMaterialCallback Definition
- EvaluateMaterialCallback Public Methods
- Execute asynchronous work and notify waiting threads of its completion
- Execute work for job
- Expand objBounds by maximum curve width over range
- Extract least significant digit from a and update reversedDigits
- Extract parameter values from p
- Fall back to bisection if xMid is out of bounds
- FastOwenScrambler Definition
- FastOwenScrambler Public Methods
- File and Filename Function Declarations
- FileLoc Definition
- Film Definition
- Film Interface
- FilmBase Definition
- FilmBase Method Definitions
- FilmBase Protected Members
- FilmBase Public Methods
- FilmBaseParameters Definition
- Filter Definition
- Filter Interface
- FilterFunction Definition
- FilterSample Definition
- FilterSampler Definition
- FilterSampler Method Definitions
- FilterSampler Private Members
- FilterSampler Public Methods
- Find coordinates in equal-area image for pixel
- Find sample coordinates in infinite light texture
- Find for point along b for sampled area
- Find and that give shading normal
- Find coordinate for spherical direction
- Find LBVH split point for this dimension
- Find LMS coefficients for source and target white
- Find stepAxis for stepping to next voxel and exit point tVoxelExit
- Find angles , , and at spherical triangle vertices
- Find average direction and updated angles for LightBounds
- Find barycentric coordinates for sampled direction w
- Find bucket to split at that minimizes SAH metric
- Find camera ray after shifting one pixel in the direction
- Find closest intersections along active rays
- Find ellipse coefficients that bound EWA filter region
- Find emitted radiance Le for RGBGridMedium
- Find emitted radiance from surface that ray hit
- Find epsilon eps to ensure that candidate is greater than zero
- Find first sample dimension
- Find image coordinates corresponding to direction w
- Find integer and fractional components of
- Find intersection points for approximated camera differential rays
- Find intervals of primitives for each treelet
- Find line that gives minimum distance to sample point
- Find maximum component and compute remapped component values
- Find next SimplePathIntegrator vertex and accumulate contribution
- Find offset in weights corresponding to
- Find offset to largest lambdas below lambda and interpolate
- Find oriented surface normal for transmission
- Find orthonormal basis for visible normal sampling
- Find parametric representation of cylinder hit
- Find parametric representation of disk hit
- Find parametric representation of sphere hit
- Find partial derivatives and for bilinear patch
- Find quadratic coefficients for distance from ray to iso-lines
- Find quadratic discriminant
- Find radical inverse base scales and exponents that cover sampling area
- Find sample by interpolating between min and max
- Find surrounding CDF segments and offset
- Find the merged cone’s axis and return cone union
- Find vector offset to corner of error bounds and compute initial po
- Find vertex along arc for
- Finish initializing costs using a backward scan over splits
- Float Type Definitions
- FloatConstantTexture Definition
- FloatMixTexture Definition
- FloatMixTexture Public Methods
- FloatScaledTexture Definition
- FloatScaledTexture Public Methods
- FloatTexture Definition
- FloatTexture Interface
- Floating-point Constants
- Floating-point Inline Functions
- Follow active ray paths and accumulate radiance estimates
- Follow ray through BVH nodes to find primitive intersections
- Frame Definition
- Frame Public Members
- Frame Public Methods
- Fresnel Inline Functions
- Function Definitions
- GBufferFilm Definition
- GBufferFilm::Pixel Definition
- GPU Launch Function Declarations
- GPU Macro Definitions
- GPU Synchronization Function Declarations
- GaussianFilter Definition
- GaussianFilter Private Members
- GaussianFilter Public Methods
- Generate CameraSample and corresponding ray
- Generate ith LBVH treelet
- Generate camera ray for current sample
- Generate camera rays for current scanline range
- Generate next ray segment or return final transmittance
- Generate ray majorant samples until termination
- Generate regular camera ray cr for ray differential
- Generate samples along current majorant segment
- Generate samples for ray segment at current sample index
- Generate uniformly distributed points on the unit disk
- GeometricPrimitive Definition
- GeometricPrimitive Method Definitions
- GeometricPrimitive Private Members
- Get BSDF and skip over medium boundaries
- Get BSDF at intersection point
- Get BSDF for items in evalQueue and sample illumination
- Get MIPMap from texture cache if present
- Get maxDensity for current voxel and initialize RayMajorantSegment, seg
- Get bilinear patch vertices in p00, p01, p10, and p11
- Get emitted radiance at surface intersection
- Get next majorant segment from iterator and sample it
- Get normalized normal vector from normal map
- Get object-space control points for curve segment, cpObj
- Get permuted index for current pixel sample
- Get shading and using normal or bump map
- Get triangle vertices in p0, p1, and p2
- GoniometricLight Definition
- GoniometricLight Method Definitions
- GoniometricLight Private Members
- GoniometricLight Public Methods
- GraphicsState Public Members
- GraphicsState Public Methods
- GridMedium Definition
- GridMedium Private Members
- GridMedium Public Methods
- GridMedium Public Type Definitions
- HGPhaseFunction Definition
- HGPhaseFunction Private Members
- HGPhaseFunction Public Methods
- HairBxDF Constants
- HairBxDF Definition
- HairBxDF Method Definitions
- HairBxDF Private Members
- HairBxDF Private Methods
- HaltonSampler Definition
- HaltonSampler Method Definitions
- HaltonSampler Private Members
- HaltonSampler Private Methods
- HaltonSampler Public Methods
- Handle PiecewiseLinearSpectrum corner cases
- Handle absorption along ray path
- Handle absorption event for medium sample
- Handle case of for quadratic solution
- Handle degenerate triangle parameterization or partial derivatives
- Handle empty weights for discrete sampling
- Handle infinite dt for ray majorant segment
- Handle infinite light PMF computation
- Handle infinity and negative zero for NextFloatUp()
- Handle medium scattering event for ray
- Handle non-EWA MIP Map filter
- Handle null scattering along ray path
- Handle null-scattering event for medium sample
- Handle opaque surface along ray’s path
- Handle out-of-range from scale adjustment
- Handle post-job-execution details
- Handle power-of-2 (but not 4) sample count
- Handle ray with negative direction for voxel stepping
- Handle ray with positive direction for voxel stepping
- Handle regular scattering event for medium sample
- Handle sample past end of majorant segment
- Handle scattering along ray path
- Handle scattering event in layered BSDF medium
- Handle surface intersection along ray path
- Handle surviving unscattered rays
- Handle terminated and unscattered rays after medium sampling
- Handle terminated secondary wavelengths after BSDF creation
- Handle terminated, scattered, and unscattered medium rays
- Handle the case of another thread adding the buffer first
- Handle the cases where one cone is inside the other
- Handle the cases where one or both cones are empty
- Handle total internal reflection case
- Handle uniform rgb values
- Handle zero-valued function for windowed sampling
- Handle zero-valued majorant for current segment
- Hashing Inline Functions
- Help out with parallel loop iterations in the current thread
- HitAreaLightQueue Definition
- HitAreaLightWorkItem Definition
- HitAreaLightWorkItem Public Members
- HomogeneousMajorantIterator Definition
- HomogeneousMajorantIterator Public Methods
- HomogeneousMedium Definition
- HomogeneousMedium Private Data
- HomogeneousMedium Public Methods
- HomogeneousMedium Public Type Definitions
- If one LightBounds has zero power, return the other
- Ignore this intersection and trace a new ray
- Image Definition
- Image Method Definitions
- Image Private Members
- Image Public Methods
- ImageAndMetadata Definition
- ImageInfiniteLight Definition
- ImageInfiniteLight Method Definitions
- ImageInfiniteLight Private Members
- ImageInfiniteLight Private Methods
- ImageInfiniteLight Public Methods
- ImageInfiniteLight constructor implementation
- ImageMetadata Definition
- ImageMetadata Public Members
- ImageTextureBase Definition
- ImageTextureBase Private Members
- ImageTextureBase Protected Members
- ImageTextureBase Public Methods
- ImageTileIntegrator Definition
- ImageTileIntegrator Method Definitions
- ImageTileIntegrator Protected Members
- ImageTileIntegrator Public Methods
- Incorporate emission from infinite lights for escaped ray
- IndependentSampler Definition
- IndependentSampler Private Members
- IndependentSampler Public Methods
- Initialization and Cleanup Function Declarations
- Initialize st level from th level and copy th into pyramid
- Initialize Global Variables
- Initialize XYZ color space conversion matrices
- Initialize BVHBuildNode for primitive range
- Initialize BVHSplitBucket for SAH partition buckets
- Initialize CameraSample for current sample
- Initialize CameraSample member variables
- Initialize LightSampleContext for light sampling
- Initialize LightSampleContext for volumetric light sampling
- Initialize MajorantIterator for ray majorant sampling
- Initialize ProjectionLight projection matrix
- Initialize RNG for sampling the majorant transmittance
- Initialize RaySamples structure with sample values
- Initialize Sampler for pixel, sample index, and dimension
- Initialize ShapeIntersection for curve intersection
- Initialize SurfaceInteraction intr for curve intersection
- Initialize SurfaceInteraction after Shape intersection
- Initialize SurfaceInteraction for bilinear patch intersection
- Initialize Triangle shading geometry
- Initialize XYZFromSensorRGB using linear least squares
- Initialize bvhPrimitives array for primitives
- Initialize infiniteLights array and light BVH
- Initialize lambda for remaining wavelengths
- Initialize lightToIndex hash table
- Initialize mInv with not-a-number values
- Initialize majorantGrid for GridMedium
- Initialize majorantGrid for RGBGridMedium
- Initialize majorantGrid voxel for RGB and
- Initialize mortonPrims[i] for ith primitive
- Initialize nextImage for st level
- Initialize ray medium if media are present
- Initialize shading partial derivative values
- Initialize visibleSurf at first intersection
- Initialize w array with differential area at bilinear patch corners
- Initialize Sampler for current pixel and sample
- Initialize array of values for cosTheta_o
- Initialize bilinear patch intersection point error pError
- Initialize compensated PDF for image infinite area light
- Initialize first three columns of viewing matrix
- Initialize fourth column of viewing matrix
- Initialize interior node and return node index and bounds
- Initialize leaf node if only a single light remains
- Initialize levels of pyramid from image
- Initialize local variables for BVH traversal for PMF computation
- Initialize matrix r for rotation
- Initialize matrix element r[i][j]
- Initialize mesh vertexIndices
- Initialize origins of specular differential rays
- Initialize partial derivatives of planar mapping coordinates
- Initialize pbrt
- Initialize probability and alias for un
- Initialize ray stepping parameters for axis
- Initialize remainder of PixelSampleState for ray
- Initialize sampling PDFs for image infinite area light
- Initialize sampling distribution for portal image infinite light
- Initialize shading geometry from true geometry
- Initialize spawned ray and enqueue for next ray depth
- Initialize top level of pyramid and return it
- Integrator Definition
- Integrator Method Definitions
- Integrator Protected Methods
- Integrator Public Members
- Integrator Public Methods
- Integrator constructor implementation
- Interaction Definition
- Interaction Public Members
- Interaction Public Methods
- InternedString Definition
- InternedString Public Methods
- Interpolate parametric coordinates and hit point
- Intersect ray with scene
- Intersect r’s ray with the scene and enqueue resulting work
- Intersect ray with curve segment
- Intersect ray with primitives in leaf BVH node
- Intersect ray with scene and return if no intersection
- Intersect sample ray with shape geometry
- Intersect shadow rays from shadowRayQueue in parallel
- Interval Definition
- Interval Inline Functions
- Interval Private Members
- Interval Public Methods
- Invert arc sampling to find u1 and return result
- Invert uniform area sampling to find u0
- Issue error if an incorrect number of parameter values were provided
- LBVHTreelet Definition
- LanczosSincFilter Definition
- LanczosSincFilter Private Members
- LanczosSincFilter Public Methods
- Launch GPU threads to process q using func
- LayeredBxDF Definition
- LayeredBxDF Private Members
- LayeredBxDF Private Methods
- LayeredBxDF Public Methods
- Light Definition
- Light Inline Functions
- Light Interface
- Light Source Types
- LightBVHNode Definition
- LightBVHNode Public Members
- LightBVHNode Public Methods
- LightBase Definition
- LightBase Method Definitions
- LightBase Protected Members
- LightBase Public Methods
- LightBounds Definition
- LightBounds Inline Methods
- LightBounds Method Definitions
- LightBounds Public Members
- LightBounds Public Methods
- LightLiSample Definition
- LightSampleContext Definition
- LightSampleContext Public Members
- LightSampleContext Public Methods
- LightSampler Definition
- LightSampler Interface
- LightType Definition
- LinearBVHNode Definition
- Linearly interpolate between adjacent CDF values to find sample value
- Load pixel channel values and return bilinearly interpolated value
- LogLevel Definition
- LogLevel Global Variable Declaration
- Logging Macros
- Lookup filtered RGB value in MIPMap
- Loop over pixels in scanline and downsample for the next pyramid level
- Loop over sample indices and evaluate pixel samples
- Low Discrepancy Declarations
- Low Discrepancy Function Definitions
- Low Discrepancy Inline Functions
- MIPMap Definition
- MIPMap EWA Lookup Table Definition
- MIPMap Method Definitions
- MIPMap Private Members
- MIPMap Public Methods
- MIPMapFilterOptions Definition
- MajorantGrid Definition
- MajorantGrid Public Members
- MajorantGrid Public Methods
- Map and to the unit square
- Map u to and handle degeneracy at the origin
- Material Definition
- Material Inline Method Definitions
- Material Interface
- MaterialEvalContext Definition
- MaterialEvalContext Public Methods
- MaterialEvalQueue Definition
- MaterialEvalWorkItem Definition
- MaterialEvalWorkItem Public Members
- Math Function Declarations
- Math Inline Functions
- Mathematical Constants
- MaxTransforms Definition
- MeasuredBxDF Definition
- MeasuredBxDF Method Definitions
- MeasuredBxDF Private Members
- MeasuredBxDF Private Methods
- MeasuredBxDFData Definition
- MeasuredBxDFData Public Members
- Medium Definition
- Medium Interface
- Medium Sampling Function Definitions
- Medium Sampling Functions
- Medium Types
- MediumInteraction Definition
- MediumInteraction Public Members
- MediumInteraction Public Methods
- MediumInterface Definition
- MediumInterface Public Members
- MediumInterface Public Methods
- MediumProperties Definition
- MitchellFilter Definition
- MitchellFilter Private Members
- MitchellFilter Public Methods
- MixMaterial Definition
- MixMaterial Private Members
- MixMaterial Public Methods
- Modify ray for depth of field
- MortonPrimitive Definition
- MultiWorkQueue Definition
- MultiWorkQueue Private Members
- MultiWorkQueue Public Methods
- NoRandomizer Definition
- Normal Mapping Function Definitions
- Normal3 Definition
- Normal3 Inline Functions
- Normal3 Public Methods
- NormalBumpEvalContext Definition
- NormalBumpEvalContext Public Members
- NormalBumpEvalContext Public Methods
- Normalize rgb with weight sum
- Normalize weights to compute alias table PDF
- Normalize filter weights for pixel resampling
- Normalize ray direction and update tMax accordingly
- OctahedralVector Definition
- OctahedralVector Private Members
- OctahedralVector Private Methods
- OctahedralVector Public Methods
- Offset ray origin to edge of error bounds and compute tMax
- Optionally clamp sensor RGB value
- Options Global Variable Declaration
- Options Inline Functions
- OrthographicCamera Definition
- OrthographicCamera Method Definitions
- OrthographicCamera Private Members
- OrthographicCamera Public Methods
- Override bsdf with diffuse equivalent
- Override surface normal in isect for triangle
- OwenScrambler Definition
- OwenScrambler Public Methods
- PaddedSobolSampler Definition
- PaddedSobolSampler Private Members
- PaddedSobolSampler Private Methods
- PaddedSobolSampler Public Methods
- Parallel Function Definitions
- Parallel Inline Functions
- ParallelForLoop1D Definition
- ParallelForLoop1D Method Definitions
- ParallelForLoop1D Private Members
- ParallelForLoop1D Public Methods
- ParallelJob Definition
- ParallelJob Private Members
- ParallelJob Public Members
- ParallelJob Public Methods
- ParameterDictionary Definition
- ParameterDictionary Method Definitions
- ParameterDictionary Private Members
- ParameterDictionary Public Methods
- ParameterType Definition
- ParameterType::Point3f Type Traits
- Parse provided scene description files
- ParsedParameter Definition
- ParsedParameter Public Members
- ParsedParameterVector Definition
- ParserTarget Definition
- ParserTarget Interface
- Partially initialize costs using a forward scan over splits
- 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
- Pass pre-WorldBegin entities to scene
- PathIntegrator Definition
- PathIntegrator Method Definitions
- PathIntegrator Private Members
- Perform a Newton step
- Perform one pass of radix sort, sorting bitsPerPass bits
- Perform projective divide for perspective projection
- Perform triangle edge and determinant tests
- Permutation Inline Function Declarations
- Permute components of triangle vertices and ray direction
- Permute least significant digit from a and update reversedDigits
- PerspectiveCamera Definition
- PerspectiveCamera Method Definitions
- PerspectiveCamera Private Members
- PerspectiveCamera Public Methods
- PhaseFunction Definition
- PhaseFunction Interface
- PhaseFunctionSample Definition
- PiecewiseConstant1D Definition
- PiecewiseConstant1D Public Members
- PiecewiseConstant1D Public Methods
- PiecewiseConstant2D Definition
- PiecewiseConstant2D Private Members
- PiecewiseConstant2D Public Methods
- PiecewiseLinearSpectrum Private Members
- PiecewiseLinearSpectrum Public Methods
- PixelFormat Definition
- PixelFormat Inline Functions
- PixelSampleState Definition
- PixelSampleState Public Members
- PixelSensor Definition
- PixelSensor Private Members
- PixelSensor Private Methods
- PixelSensor Public Members
- PixelSensor Public Methods
- PlanarMapping Definition
- PlanarMapping Private Members
- PlanarMapping Public Methods
- Point2 Inline Functions
- Point2f SOA Definition
- Point2f SOA Public Members
- Point2f SOA Public Methods
- Point2f SOA Types
- Point3 Definition
- Point3 Inline Functions
- Point3 Public Methods
- Point3* Definitions
- Point3f ParameterTypeTraits Definition
- PointLight Definition
- PointLight Method Definitions
- PointLight Private Members
- PointLight Public Methods
- PointTransformMapping Definition
- PointTransformMapping Public Methods
- PortalImageInfiniteLight Definition
- PortalImageInfiniteLight Method Definitions
- PortalImageInfiniteLight Private Members
- PortalImageInfiniteLight Private Methods
- PortalImageInfiniteLight constructor conclusion
- Possibly account for scattering through exitInterface
- Possibly ignore intersection based on stochastic alpha test
- Possibly regularize the BSDF
- Possibly terminate layered BSDF random walk with Russian roulette
- Possibly terminate the path with Russian roulette
- Possibly terminate transmittance computation using Russian roulette
- Possibly terminate volumetric path with Russian roulette
- Potentially flip interface orientation for Fresnel equations
- Potentially flip interface orientation for Snell’s law
- PowerLightSampler Definition
- PowerLightSampler Method Definitions
- PowerLightSampler Private Members
- PowerLightSampler Public Methods
- Precompute common terms for and computation
- Prepare image for building pyramid
- Prime Table Declarations
- Primitive Definition
- Primitive Interface
- Printing Function Declarations
- Process q using func with CPU threads
- Process light BVH node for light sampling
- Process under and over work item together
- ProgressReporter Definition
- ProgressReporter Public Methods
- Project curve control points to plane perpendicular to ray
- Project point onto projection plane and compute RGB
- ProjectionLight Definition
- ProjectionLight Method Definitions
- ProjectionLight Private Members
- ProjectiveCamera Definition
- ProjectiveCamera Protected Members
- ProjectiveCamera Public Methods
- Provide relative IOR along ray to caller
- Provide sample radiance value to film
- Push excess probability on to work list
- Put far BVH node on nodesToVisit stack, advance to near node
- RGB Definition
- RGB Public Members
- RGB Public Methods
- RGBAlbedoSpectrum Private Members
- RGBAlbedoSpectrum Public Methods
- RGBColorSpace Definition
- RGBColorSpace Method Definitions
- RGBColorSpace Private Members
- RGBColorSpace Public Members
- RGBColorSpace Public Methods
- RGBFilm Definition
- RGBFilm Method Definitions
- RGBFilm Private Members
- RGBFilm Public Methods
- RGBFilm::Pixel Definition
- RGBGridMedium Definition
- RGBGridMedium Private Members
- RGBGridMedium Public Methods
- RGBGridMedium Public Type Definitions
- RGBIlluminantSpectrum Private Members
- RGBIlluminantSpectrum Public Methods
- RGBSigmoidPolynomial Definition
- RGBSigmoidPolynomial Private Members
- RGBSigmoidPolynomial Private Methods
- RGBSigmoidPolynomial Public Methods
- RGBToSpectrumTable Definition
- RGBToSpectrumTable Method Definitions
- RGBToSpectrumTable Private Members
- RGBToSpectrumTable Public Constants
- RGBUnboundedSpectrum Private Members
- RGBUnboundedSpectrum Public Methods
- RNG Definition
- RNG Inline Method Definitions
- RNG Public Methods
- Radix sort primitive Morton indices
- RandomWalkIntegrator Definition
- RandomWalkIntegrator Private Members
- RandomWalkIntegrator Private Methods
- RandomWalkIntegrator Public Methods
- Randomize Sobol sample and return floating-point value
- RandomizeStrategy Definition
- Randomly add sample to reservoir
- Randomly permute th base-4 digit in mortonIndex
- Randomly sample direction leaving surface for random walk
- Randomly sample light BVH child node
- Randomly sample medium scattering event for delta tracking
- Ray Definition
- Ray Inline Functions
- Ray Public Members
- Ray Public Methods
- RayDifferential Definition
- RayDifferential Public Members
- RayDifferential Public Methods
- RayIntegrator Definition
- RayIntegrator Method Definitions
- RayIntegrator Public Methods
- RayMajorantIterator Definition
- RayMajorantSegment Definition
- RayQueue Definition
- RayQueue Public Methods
- RaySamples Definition
- RaySamples Public Members
- RayWorkItem Definition
- RayWorkItem Public Members
- Recursively build BVHs for children
- Recursively build child BVHs in parallel
- Recursively test for ray–curve intersection
- Recursively test ray-segment intersection
- Recursively trace ray to estimate incident radiance at surface
- Refine cylinder intersection point
- Refine disk intersection point
- Refine sphere intersection point
- Regularize BSDF, if appropriate
- Reindex and return actual stored value
- Reject disk intersections for rays parallel to the disk’s plane
- Release lock and execute loop iterations in [indexStart, indexEnd)
- Remap Sobol dimensions used for pixel samples
- Remap dphi to
- Remap provided pixel coordinates before reading channel
- Remove items un and ov from the alias table work lists
- Remove job from list if all work has been started
- Render current wave’s image tiles in parallel
- Render image for sample sampleIndex
- Render image in waves
- Render image tile given by tileBounds
- Render samples in pixel pPixel
- Render the scene
- RenderingCoordinateSystem Definition
- Reparameterize directions in the portion of the octahedron
- Reproject pObj to cylinder surface and compute pObjError
- Reproject pObj to sphere surface and compute pObjError
- Reproject to hemisphere and transform normal to ellipsoid configuration
- Resample equalAreaImage to compute rectified image pixel
- Resample environment map into rectified image
- Resample image pixel (xOut, yOut)
- ResampleWeight Definition
- Rescale to table resolution and compute integer coordinates
- Reset queues before tracing next batch of rays
- Reset queues before tracing rays
- Resize image in parallel, working by tiles
- Resize image in the dimension
- Resolve MixMaterial if necessary
- Return texture coordinates and differentials based on spherical mapping
- Return corresponding to sample
- Return BSDF for dielectric material
- Return BSDF for surface interaction
- Return PDF based on uniform area sampling for challenging triangles
- Return PDF for rough dielectric
- Return PDF for sample in spherical rectangle
- Return PDF for sampling from reference point
- Return DiffuseAreaLight emission using image
- Return Float-encoded pixel channel value
- Return Half-encoded pixel channel value
- Return LightLiSample for sampled point on shape
- Return QuadricIntersection for cylinder intersection
- Return QuadricIntersection for disk intersection
- Return QuadricIntersection for sphere intersection
- Return RayMajorantIterator for medium’s majorant iterator
- Return SampledSpectrum for RGB image texture value
- Return ShapeSample for sampled bilinear patch point
- Return ShapeSample for sampled point on sphere
- Return ShapeSample for solid angle sampled point on triangle
- Return SurfaceInteraction for quadric intersection
- Return SurfaceInteraction for triangle hit
- Return TriangleIntersection for intersection
- Return U256-encoded pixel channel value
- Return false if any FloatTextures cannot be evaluated
- Return approximate ray differential and weight
- Return bilinear-filtered value at selected MIP level
- Return clamped barycentrics for sampled direction
- Return complete cost estimate for LightBounds
- Return emitted light from infinite light sources
- Return emitted radiance for blackbody at wavelength lambda
- Return final LightBounds union
- Return final bilinear patch area sampling PDF
- Return final importance at reference point
- Return final power for projection light
- Return importance for light bounds at reference point
- Return light’s contribution to reflected radiance
- Return measured BRDF value
- Return mixture of PDF estimate and constant PDF
- Return no intersection if triangle is degenerate
- Return parameter values as ReturnType
- Return path contribution function estimate for direct lighting
- Return point-sampled value at selected MIP level
- Return pointer to data if buf contents are already in the cache
- Return radiance value for infinite light direction
- Return randomized 1D van der Corput sample for dimension dim
- Return randomized 2D Sobol sample
- Return randomized Sobol sample using randomize
- Return sample for alias table at alias[offset]
- Return sample for alias table at offset
- Return scaled wavelength samples corresponding to RGB
- Return solid angle PDF for area-sampled bilinear patch
- Return solid angle PDF for point inside sphere
- Return transformed instance’s intersection information
- Return trilinear-filtered value at selected MIP level
- Return trilinearly interpolated voxel values
- Return un-randomized Sobol sample if appropriate
- Return uniform spherical sample for uniform infinite light
- Return unique DenselySampledSpectrum from intern cache for s
- Return unset BSDF if surface has a null material
- Return white balancing matrix for source and target white
- Return zero at lower boundaries
- Rotate dpdvPlane to give cylindrical appearance
- Round offset point po away from p
- Sample in potentially visible region of light image
- Sample to compute
- Sample to compute
- Sample along the arc between and
- Sample for bilinear conditional distribution
- Sample for bilinear marginal distribution
- Sample BSDF and enqueue indirect ray at intersection point
- Sample BSDF for new path direction
- Sample BSDF for virtual light from wi
- Sample BSDF to get new path direction
- Sample BSDF to get new volumetric path direction
- Sample bxdf and return BSDFSample
- Sample tInterface to get direction into the layers
- Sample a light source using lightSampler
- Sample a point on the light source
- Sample a point on the light source for direct lighting
- Sample bilinear patch parametric coordinates
- Sample bilinear patch with respect to solid angle from reference point
- Sample conditional windowed function in
- Sample cosine-weighted hemisphere to compute wi and pdf
- Sample direct illumination from the light sources
- Sample direct illumination if sampleLights is true
- Sample direct lighting at volume-scattering event
- Sample direction to rectangular bilinear patch
- Sample first wavelength using u
- Sample illumination from lights to find attenuated path contribution
- Sample infinite lights with uniform probability
- Sample light and enqueue shadow ray at intersection point
- Sample marginal windowed function in
- Sample medium scattering event type and update path
- Sample medium scattering for layered BSDF evaluation
- Sample medium using delta tracking
- Sample microfacet normal and reflected direction
- Sample new direction at real-scattering event
- Sample next event for layered BSDF evaluation random walk
- Sample outgoing direction at intersection to continue path
- Sample patch with approximate uniform area sampling
- Sample path from camera and accumulate radiance estimate
- Sample perfect specular conductor BRDF
- Sample perfect specular dielectric BRDF
- Sample perfect specular dielectric BSDF
- Sample perfect specular dielectric BTDF
- Sample perfect specular transmission at thin dielectric interface
- Sample phase function and update layered path state
- Sample phase function for medium scattering event
- Sample point on sampledLight to estimate direct illumination
- Sample point on lens
- Sample point on shape for DiffuseAreaLight
- Sample point on triangle uniformly by area
- Sample random walk through layers to estimate BSDF value
- Sample reflection at rough dielectric interface
- Sample rough conductor BRDF
- Sample rough dielectric BSDF
- Sample segment of volumetric scattering path
- Sample shape by area and compute incident direction wi
- Sample spectra for grid medium and
- Sample sphere uniformly inside subtended cone
- Sample spherical rectangle at reference point
- Sample spherical triangle from reference point
- Sample the , , and matching curves at lambda
- Sample the participating medium
- Sample transmission at rough dielectric interface
- Sample transmission direction through entrance interface
- Sample uniformly on sphere if is inside it
- Sample wavelengths for ray path
- Sample wavelengths for the ray
- SampledGrid Definition
- SampledGrid Private Members
- SampledGrid Public Methods
- SampledLight Definition
- SampledSpectrum Definition
- SampledSpectrum Inline Functions
- SampledSpectrum Public Methods
- SampledWavelengths Definitions
- SampledWavelengths Private Members
- SampledWavelengths Public Methods
- Sampler Definition
- Sampler Inline Functions
- Sampler Interface
- Sampler Method Definitions
- Sampler Types
- Sampling Function Declarations
- Sampling Function Definitions
- Sampling Inline Functions
- Scale by and return final result
- Scale hitWidth based on ribbon orientation
- Scale camera ray differentials based on image sampling rate
- Scale canonical perspective view to specified field of view
- Scale scattering coefficients by medium density at p
- Scan over ellipse bound and evaluate quadratic equation to filter image
- Scattering Inline Functions
- Scene Parsing Declarations
- SceneEntity Definition
- SceneEntity Public Members
- ScratchBuffer Definition
- ScratchBuffer Private Members
- ScratchBuffer Private Methods
- ScratchBuffer Public Methods
- Search params for parameter name
- See if hit point is inside disk radii and
- Set dpdu and dpdv to updated partial derivatives
- Set u, v, and t if intersection is valid
- Set wo and wi for layered BSDF evaluation
- Set final surface normal and shading geometry for triangle
- Set in and out vector references for radix sort pass
- Set initial midpoint using linear approximation of f
- Set medium properties at surface intersection
- Set shading geometry for bilinear patch intersection
- Set up 3D DDA for ray through the majorant grid
- ShadowRayQueue Definition
- ShadowRayWorkItem Definition
- Shape Definition
- Shape Interface
- ShapeIntersection Definition
- ShapeSample Definition
- ShapeSampleContext Definition
- ShapeSampleContext Public Methods
- Shift shiftedCtx du in the direction
- SimplePathIntegrator Definition
- SimplePathIntegrator Method Definitions
- SimplePathIntegrator Private Members
- SimplePrimitive Definition
- SimplePrimitive Private Members
- SimpleVolPathIntegrator Definition
- SimpleVolPathIntegrator Method Definitions
- SimpleVolPathIntegrator Private Members
- Sobol Matrix Declarations
- SobolSampler Definition
- SobolSampler Private Members
- SobolSampler Private Methods
- SobolSampler Public Methods
- Solve quadratic equation to compute sphere t0 and t1
- Solve quadratic equation to find cylinder t0 and t1 values
- Solve quadratic for bilinear patch intersection
- Spectral Function Declarations
- Spectrum Constants
- Spectrum Definition
- Spectrum Definitions
- Spectrum Function Declarations
- Spectrum Function Definitions
- Spectrum Inline Functions
- Spectrum Inline Method Definitions
- Spectrum Interface
- Spectrum Method Definitions
- SpectrumConstantTexture Public Methods
- SpectrumDirectionMixTexture Definition
- SpectrumDirectionMixTexture Private Members
- SpectrumDirectionMixTexture Public Methods
- SpectrumImageTexture Definition
- SpectrumImageTexture Method Definitions
- SpectrumImageTexture Private Members
- SpectrumImageTexture Public Methods
- SpectrumTexture Definition
- SpectrumTexture Interface
- SpectrumType Definition
- Sphere Definition
- Sphere Method Definitions
- Sphere Private Members
- Sphere Public Methods
- Spherical Geometry Inline Functions
- SphericalCamera Definition
- SphericalCamera Method Definitions
- SphericalCamera Private Members
- SphericalCamera Public Methods
- SphericalCamera::Mapping Definition
- SphericalMapping Definition
- SphericalMapping Private Members
- SphericalMapping Public Methods
- Split curve segment into subsegments and test for intersection
- SpotLight Definition
- SpotLight Method Definitions
- SpotLight Private Members
- SpotLight Public Methods
- Square–Sphere Mapping Function Definitions
- SquareMatrix Definition
- SquareMatrix Inline Functions
- SquareMatrix Public Methods
- Statistics Macros
- Stop path sampling if maximum depth has been reached
- Stop the iteration if converged
- Store th light in either infiniteLights or bvhLights
- Store RaySamples in pixel sample state
- Store area of bilinear patch in area
- Store information for specified integrator and accelerator
- Store sorted values in output array
- StratifiedSampler Definition
- StratifiedSampler Private Members
- StratifiedSampler Public Methods
- String Utility Function Declarations
- SummedAreaTable Definition
- SummedAreaTable Private Members
- SummedAreaTable Private Methods
- SummedAreaTable Public Methods
- SurfaceInteraction Definition
- SurfaceInteraction Method Definitions
- SurfaceInteraction Public Members
- SurfaceInteraction Public Methods
- Swap quadratic values so that t0 is the lesser
- Tabularize unnormalized filter function in f
- TaggedPointer Definition
- TaggedPointer Helper Templates
- TaggedPointer Private Members
- TaggedPointer Public Methods
- TaggedPointer Public Types
- Take absolute value of func
- Terminate path if maximum depth reached
- Terminate random walk if maximum depth has been reached
- Terminate secondary wavelengths before starting random walk
- Test cylinder intersection against clipping parameters
- Test disk value against
- Test intersection against alpha texture, if present
- Test intersection point against curve width
- Test pixel coordinates against pixel bounds
- Test ray against bound of projected control points
- Test ray against segment endpoint boundaries
- Test sample point against tangent perpendicular at curve start
- Test sphere intersection against clipping parameters
- TexCoord2D Definition
- TexCoord3D Definition
- TexInfo Definition
- TexInfo Public Methods
- TextureEvalContext Definition
- TextureMapping2D Definition
- TextureMapping2D Interface
- TextureMapping3D Definition
- TextureMapping3D Interface
- ThinDielectricBxDF Definition
- ThinDielectricBxDF Public Methods
- ThreadLocal Definition
- ThreadLocal Public Methods
- ThreadPool Definition
- ThreadPool Method Definitions
- ThreadPool Private Members
- TopOrBottomBxDF Definition
- TopOrBottomBxDF Public Methods
- Trace cameraRay if valid
- Trace ray and find closest path vertex and its BSDF
- Trace ray through media to estimate transmittance
- Trace rays and estimate radiance up to maximum ray depth
- Transform Definition
- Transform Function Definitions
- Transform Inline Functions
- Transform Inline Methods
- Transform Method Definitions
- Transform Private Members
- Transform Public Methods
- Transform Ray origin and direction to object space
- Transform Ray to curve’s object space
- Transform p to and compute absolute values
- Transform w to hemispherical configuration
- Transform mesh vertices to rendering space and initialize mesh p
- Transform ray to primitive-space and intersect with primitive
- Transform step function integral into CDF
- Transform tangent-space normal to rendering space
- Transform triangle vertices to ray coordinate space
- TransformedPrimitive Definition
- TransformedPrimitive Method Definitions
- TransformedPrimitive Private Members
- TransformedPrimitive Public Methods
- Translate vertices based on ray origin
- TransportMode Definition
- Traverse light BVH to sample light
- Triangle Definition
- Triangle Functions
- Triangle Method Definitions
- Triangle Private Members
- Triangle Private Methods
- Triangle Public Methods
- TriangleFilter Definition
- TriangleFilter Public Methods
- TriangleIntersection Definition
- TriangleMesh Definition
- TriangleMesh Method Definitions
- TriangleMesh Public Members
- Trilinearly interpolate sigmoid polynomial coefficients c
- TrowbridgeReitzDistribution Definition
- TrowbridgeReitzDistribution Private Members
- TrowbridgeReitzDistribution Public Methods
- Try to generate ray with sshift and compute differential
- Try to generate sample along current majorant segment
- Try to nudge the light sampling position to correct side of the surface
- Tuple2 Definition
- Tuple2 Public Members
- Tuple3 Definition
- Tuple3 Public Members
- Tuple3 Public Methods
- TupleLength Definition
- TypePack Definition
- TypePack Operations
- UVMapping Definition
- UVMapping Public Methods
- UniformInfiniteLight Definition
- UniformInfiniteLight Method Definitions
- UniformInfiniteLight Private Members
- UniformLightSampler Definition
- UniformLightSampler Private Members
- UniformLightSampler Public Methods
- Uniformly sample triangle area to compute
- UniversalTextureEvaluator Definition
- UniversalTextureEvaluator Method Definitions
- UniversalTextureEvaluator Public Methods
- Update L for medium emission
- Update L in PixelSampleState for area light’s radiance
- Update T_ray and PDFs using ratio-tracking estimator
- Update beta and r_u for real-scattering event
- Update beta and rescaled path probabilities for BSDF scattering
- Update etaScale accounting for BSDF scattering
- Update f_hat and scatterPDF accounting for the BSDF
- Update f_hat and scatterPDF accounting for the phase function
- Update pdfSum accounting for TRT scattering events
- Update pdfSum for reflection at the entrance layer
- Update r_u based on BSDF sample PDF
- Update sum for projection light pixel
- Update tFar to ensure robust ray–bounds intersection
- Update bilinear patch and accounting for
- Update interval for ith bounding box slab
- Update parametric interval from slab intersection values
- Update path state variables after surface scattering
- Update pixel radiance if ray’s radiance is nonzero
- Update pixel values with filtered sample contribution
- Update ray for effect of lens
- Update ray path state for indirect volume scattering
- Update ray transmittance estimate at sampled point
- Update start and end wave
- Update state for recursive evaluation of
- Update transmittance estimate for final segment
- Update transmittance for current ray segment
- Update volumetric integrator path state after surface scattering
- Update wavelength probabilities for termination
- Use bitTrail to find next node index and update its value
- Use multiple importance sampling to estimate PDF product
- Use uniform area sampling for numerically unstable cases
- VarianceEstimator Definition
- VarianceEstimator Private Members
- VarianceEstimator Public Methods
- Vector2 Definition
- Vector2* Definitions
- Vector3 Definition
- Vector3 Inline Functions
- Vector3 Public Methods
- Vector3* Definitions
- Vector3fi Definition
- Vector3fi Public Methods
- VisibleSurface Definition
- VisibleSurface Public Members
- VisibleSurface Public Methods
- VolPathIntegrator Definition
- VolPathIntegrator Method Definitions
- VolPathIntegrator Private Members
- Wait for new work to arrive or the job to finish
- Warp hemispherical projection for visible normal sampling
- Warp uniform sample u to account for incident factor
- Wavefront Ray Intersection Enqueuing Functions
- WavefrontAggregate Definition
- WavefrontAggregate Interface
- WavefrontPathIntegrator Camera Ray Methods
- WavefrontPathIntegrator Definition
- WavefrontPathIntegrator Film Methods
- WavefrontPathIntegrator Member Variables
- WavefrontPathIntegrator Method Definitions
- WavefrontPathIntegrator Public Methods
- WavefrontPathIntegrator Sampler Methods
- WavefrontPathIntegrator Surface Scattering Methods
- WeightedReservoirSampler Definition
- WeightedReservoirSampler Private Members
- WeightedReservoirSampler Public Methods
- White Balance Definitions
- WindowedPiecewiseConstant2D Definition
- WindowedPiecewiseConstant2D Private Members
- WindowedPiecewiseConstant2D Private Methods
- WindowedPiecewiseConstant2D Public Methods
- WorkQueue Definition
- WorkQueue Inline Functions
- WorkQueue Private Members
- WorkQueue Protected Methods
- WorkQueue Public Methods
- WrapMode Definitions