Uses of Class
de.grogra.ray.physics.Environment
Package
Description
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Uses of Environment in de.grogra.gpuflux.imp3d.objects
Modifier and TypeMethodDescriptiondouble
SpectralLight.completeRay
(Environment env, Point3d vertex, Ray out) float
SpectralLight.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) double
SpectralLight.computeExitance
(Environment env, Spectrum exitance) void
SpectralLight.generateRandomOrigins
(Environment env, RayList out, Random random) void
PhysicalLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
SpectralLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random random) double
SpectralLight.getTotalPower
(Environment env) -
Uses of Environment in de.grogra.gpuflux.imp3d.shading
Modifier and TypeMethodDescriptionfloat
IORShader.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) void
IORShader.computeMaxRays
(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) void
IORShader.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random random) void
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Uses of Environment in de.grogra.gpuflux.scene
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Uses of Environment in de.grogra.gpuflux.scene.light
Modifier and TypeMethodDescriptionfloat[]
FluxLightBuilder.getCummulativePowerBuffer
(Environment env) void
FluxLightBuilder.serializeCummulativePowerBuffer
(ComputeByteBuffer out, Environment env) -
Uses of Environment in de.grogra.imp3d
Modifier and TypeMethodDescriptiondouble
Camera.completeRay
(Environment env, Point3d vertex, Ray out) protected double
Projection.completeRay
(Environment env, Point3d vertex, Ray out, Matrix4d viewToClip, Matrix4d deviceToView) float
Camera.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
Projection.computeBSDF
(Environment env, Spectrum specIn, Vector3f out, Spectrum bsdf) double
Camera.computeExitance
(Environment env, Spectrum exitance) void
Camera.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
LensProjection.generateRandomOrigins
(Environment env, RayList out, Random rnd, Matrix4d deviceToView) void
Projection.generateRandomOrigins
(Environment env, RayList out, Random rnd, Matrix4d deviceToView) void
Camera.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
LensProjection.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, Random rnd, Matrix4d deviceToView) void
Projection.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, Random rnd, Matrix4d deviceToView) float[]
Camera.getUVForVertex
(Environment env, Point3d vertex) -
Uses of Environment in de.grogra.imp3d.objects
Modifier and TypeMethodDescriptiondouble
LightBase.completeRay
(Environment env, Point3d vertex, Ray out) double
Parallelogram.completeRay
(Environment env, Point3d vertex, Ray out) double
SensorNode.completeRay
(Environment env, Point3d vertex, Ray out) double
Sky.completeRay
(Environment env, Point3d vertex, Ray out) float
AmbientLight.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
DirectionalLight.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
Parallelogram.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean photon, Spectrum bsdf) float
PointLight.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
SensorNode.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
Sky.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) double
AmbientLight.computeExitance
(Environment env, Spectrum exitance) double
DirectionalLight.computeExitance
(Environment env, Spectrum exitance) double
Parallelogram.computeExitance
(Environment env, Spectrum exitance) double
PointLight.computeExitance
(Environment env, Spectrum exitance) double
SensorNode.computeExitance
(Environment env, Spectrum exitance) double
Sky.computeExitance
(Environment env, Spectrum exitance) void
AmbientLight.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
DirectionalLight.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
Parallelogram.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
PointLight.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
SensorNode.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
Sky.generateRandomOrigins
(Environment env, RayList out, Random rnd) void
AmbientLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
DirectionalLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
Parallelogram.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean photon, Random rnd) void
PointLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
SensorNode.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
Sky.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
SpotLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean photon, Random rnd) double
AmbientLight.getTotalPower
(Environment env) double
DirectionalLight.getTotalPower
(Environment env) double
Parallelogram.getTotalPower
(Environment env) double
PointLight.getTotalPower
(Environment env) double
Sky.getTotalPower
(Environment env) float[]
SensorNode.getUVForVertex
(Environment env, Point3d vertex) -
Uses of Environment in de.grogra.imp3d.shading
Modifier and TypeMethodDescriptiondouble
SunSkyLight.completeRay
(Environment env, Point3d vertex, Ray out) float
Phong.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
RGBAShader.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
ShaderRef.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
SunSkyLight.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) float
SwitchShader.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) double
SunSkyLight.computeExitance
(Environment env, Spectrum exitance) void
Phong.computeMaxRays
(Environment env, Vector3f out, Spectrum outSpec, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) void
RGBAShader.computeMaxRays
(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) void
ShaderRef.computeMaxRays
(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) void
SunSkyLight.computeMaxRays
(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) void
SwitchShader.computeMaxRays
(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) void
SunSkyLight.generateRandomOrigins
(Environment env, RayList out, Random random) void
Phong.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
RGBAShader.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) void
ShaderRef.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random random) void
SunSkyLight.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random random) void
SwitchShader.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) protected Shader
AlgorithmSwitchShader.getShaderFor
(Environment env, Vector3f in) protected Shader
SideSwitchShader.getShaderFor
(Environment env, Vector3f in) protected abstract Shader
SwitchShader.getShaderFor
(Environment env, Vector3f in) This method has to be implemented by subclasses and defines the actual shader which shall be used depending on the environment and the ray direction.double
SunSkyLight.getTotalPower
(Environment env) static void
Material.renderLine
(Shader sh, Environment env, RayList rays, BufferedImage image, int supersampling, int iz) void
void
void
void
void
protected void
SwitchShader.transformEnvironment
(Environment e) -
Uses of Environment in de.grogra.ray.physics
Modifier and TypeMethodDescriptiondouble
Emitter.completeRay
(Environment env, Point3d vertex, Ray out) float
Scattering.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) Evaluates bidirectional scattering distribution function for given input.double
Emitter.computeExitance
(Environment env, Spectrum exitance) Evaluates the exitance function for given input.void
Shader.computeMaxRays
(Environment env, Vector3f in, Spectrum specIn, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) Computes, for the given input, the reflected and transmitted importance rays for which the reflection/transmission probability densities (integrated over the spectrum) attain a maximum.void
Emitter.generateRandomOrigins
(Environment env, RayList out, Random random) Pseudorandomly generates, for the given input, a set of origins for this emitter.void
Scattering.generateRandomRays
(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random random) Pseudorandomly generates, for the given input, a set of scattered rays.double
Light.getTotalPower
(Environment env) Computes the total power of this light source which is emitted to the region defined byenv.bounds
.float[]
Sensor.getUVForVertex
(Environment env, Point3d vertex) void
Computes color of outgoing light ray for given input. -
Uses of Environment in de.grogra.ray.shader
Modifier and TypeClassDescriptionfinal class
This class serves as input to scattering calculations. -
Uses of Environment in de.grogra.ray2.metropolis.strategy
Modifier and TypeMethodDescriptionboolean
MutationStrategy.isVisble
(Environment lightEnv, Environment eyeEnv, Intersection lightInt) -
Uses of Environment in de.grogra.ray2.tracing
Modifier and TypeMethodDescriptionfloat[]
BidirectionalRenderer.getPixelsForLine2Vertex
(Environment env, Point3d vertex) float[]
MetropolisRenderer.getPixelsForLine2Vertex
(Environment env, Point3d vertex) -
Uses of Environment in de.grogra.ray2.tracing.modular
Modifier and TypeMethodDescriptionfloat
ComplementTracer.calculateGeometryfactor
(Environment env, int indexEnv, Environment env_prev, int indexEnvPrev, Vector3f vec) void
PathValues.saveValues
(int i, Line r, Intersection desc, Environment env, Spectrum spec, Scattering sh, boolean isSpec, boolean isRefrac)