Uses of Interface
de.grogra.ray.physics.Spectrum
Package
Description
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Uses of Spectrum in de.grogra.gpuflux.imp3d.objects
Modifier and TypeMethodDescriptionfloat
SpectralLight.computeBSDF
(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) double
SpectralLight.computeExitance
(Environment env, Spectrum exitance) 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) -
Uses of Spectrum 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 Spectrum in de.grogra.imp3d
Modifier and TypeMethodDescriptionfloat
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.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) -
Uses of Spectrum in de.grogra.imp3d.objects
Modifier and TypeMethodDescriptionfloat
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.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) -
Uses of Spectrum in de.grogra.imp3d.ray2
ModifierConstructorDescriptionSceneVisitor
(Workbench wb, Graph graph, float epsilon, Options opts, ViewConfig3D view, boolean[] visibleLayers, VolumeListener mapping, Spectrum spectrumFactory) Constructs a newSceneVisitor
which traverses the givengraph
to obtain the complete geometry and light information and represent it as aScene
. -
Uses of Spectrum in de.grogra.imp3d.shading
Modifier and TypeMethodDescriptionfloat
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
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) float
IOR.getIndexOfRefraction
(Spectrum spectrum) void
void
void
void
void
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Uses of Spectrum in de.grogra.ray.physics
Modifier and TypeInterfaceDescriptioninterface
This interface is used to store more information during the computation of theLightModel
.Modifier and TypeClassDescriptionclass
This class stores some useful information about incoming rays of an corresponding object, which has received a certain ray.class
This class distinguishclass
This class stores some useful information about incoming rays of an corresponding object, which has received a certain ray.class
This class implements a spectrum which is represented by threedouble
values which are interpreted as the red, green and blue part of the spectrum.class
This class implements a spectrum which is represented by threefloat
values which are interpreted as the red, green and blue part of the spectrum.Modifier and TypeFieldDescriptionfinal Spectrum
Environment.tmpSpectrum0
This spectrum may be used freely in implementations of theScattering
methods.final Spectrum
Environment.tmpSpectrum1
This spectrum may be used freely in implementations of theScattering
methods.Modifier and TypeMethodDescriptionSpectrum.clone()
Returns a clone of this spectrum.Spectrum.newInstance()
Returns a new instance of the class of this spectrum.Modifier and TypeMethodDescriptionvoid
Add the newSpectrum to the spectrum of this Collector-instance and update the statistics.void
void
Add the newSpectrum to the spectrum of this Collector-instance and update the statistics.void
Adds the functionspec
to this function.void
void
void
Collector.addToStatistic
(Tuple3d tuple, Spectrum spectrum, double scaleFactor, boolean isPrimary) Here the information ofLightModel
computation are stored.void
Collector3d.addToStatistic
(Tuple3d rayOrigin, Spectrum spectrum, double scaleFactor, boolean isPrimary) void
CollectorW3d.addToStatistic
(Tuple3d rayOrigin, Spectrum spectrum, double scaleFactor, boolean isPrimary) 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
Performs an componentwise division of this spectrum byspec
.void
void
void
Computes the scalar product of this spectrum withspec
, i.e., the integral of the pointwise product of both spectra over all frequencies.void
void
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.float
Interior.getIndexOfRefraction
(Spectrum spectrum) Returns the index of refraction of the interior.void
Collector.getSpectrumArithmeticMean
(Spectrum spectrum) Set the arithmetic mean of all spectra tovector
.void
Collector3d.getSpectrumArithmeticMean
(Spectrum spectrum) Set the arithmetic mean of all spectra tospectrum
.void
CollectorW3d.getSpectrumArithmeticMean
(Spectrum spectrum) Set the arithmetic mean of all spectra tospectrum
.void
Collector.getSpectrumVariance
(Spectrum spectrum) This methods returns the variance of the spectra.void
Collector3d.getSpectrumVariance
(Spectrum spectrum) This methods returns the variance of the spectrums.void
CollectorW3d.getSpectrumVariance
(Spectrum spectrum) This methods returns the variance of the spectrums.void
Performs an componentwise multiplication of this spectrum byspec
.void
void
void
Sets this spectrum tospec
.void
void
void
Computes color of outgoing light ray for given input.void
Subtracts the functionspec
from this function.void
void
ModifierConstructorDescriptionCollector3d
(Spectrum spectrum) This constructor creates a Collector-instance with a certainSpectrum
.Collector3dList
(Spectrum spectrum) CollectorW3d
(Spectrum spectrum) This constructor creates a Collector-instance with a certainSpectrum
.Environment
(BoundingBox bounds, Spectrum factory, int type) Creates a new instance ofEnvironment
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Uses of Spectrum in de.grogra.ray.util
Modifier and TypeFieldDescriptionfinal Spectrum
Ray.spectrum
The spectrum of the ray.final Spectrum
RayList.spectrumFactory
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Uses of Spectrum in de.grogra.ray2
Modifier and TypeMethodDescriptionScene.createSpectrum()
This factory method creates a new spectrum which shall be used for light computations within the context of this scene. -
Uses of Spectrum in de.grogra.ray2.tracing
Modifier and TypeFieldDescriptionRayProcessorBase.Locals.newWeight
RayProcessorBase.Locals.tmpSpectrum
Modifier and TypeMethodDescriptionRadiationModel.getAbsorbedPower
(int volumeIndex) Obtain the radiation power that was absorbed by a volume.Spectrum[]
RadiationModel.getAbsorbedPowerD
(int volumeIndex) Obtain the radiation power that was absorbed by a volume.RadiationModel.getReceivedPower
(int volumeIndex) Obtain the radiation power that was received by a volume.Spectrum[]
RadiationModel.getReceivedPowerD
(int volumeIndex) Obtain the radiation power that was received by a volume.RadiationModel.getReflectedPower
(int volumeIndex) Obtain the radiation power that was reflected by a volume.Spectrum[]
RadiationModel.getReflectedPowerD
(int volumeIndex) Obtain the radiation power that was reflected by a volume.RadiationModel.getSensedIrradiance
(int volumeIndex) Obtain the irradiance that was sensed by a volume.Spectrum[]
RadiationModel.getSensedIrradianceD
(int volumeIndex) Obtain the irradiance that was sensed by a volume.RadiationModel.getTransmittedPower
(int volumeIndex) Obtain the radiation power that was transmitted by a volume.Spectrum[]
RadiationModel.getTransmittedPowerD
(int volumeIndex) Obtain the radiation power that was transmitted by a volume.Modifier and TypeMethodDescriptionvoid
BiDirectionalProcessor.getColorFromRay
(Line ray, Spectrum resp, Color4f color, Random random) void
MetropolisProcessor.getColorFromRay
(Line ray, Spectrum resp, Color4f color, Random random) void
Radiosity.getColorFromRay
(Line ray, Spectrum resp, Color4f color, Random random) void
RayProcessor.getColorFromRay
(Line ray, Spectrum resp, Color4f color, Random random) The main method of a ray processor.void
RayProcessorBase.getColorFromRay
(Line ray, Spectrum resp, Color4f color, Random random) double
EnteredSolidsList.getIOR
(Scene scene, Intersection is, Spectrum spec) static double
double
RayProcessorBase.getIOR
(Intersection is, Spectrum spec) ModifierConstructorDescriptionRadiationModel
(Spectrum spectrumFactory, ObjectList<Spectrum> radiantPowerSum, ObjectList<Spectrum> absorbedPowerSum, ObjectList<Spectrum> reflectedPowerSum, ObjectList<Spectrum> transmittedPowerSum, ObjectList<Spectrum> sensedIrradianceSum, int[] idToGroup, ObjectList<ObjectList<RadiationModel.RayPoint>> rays, IntList hitCounterSum) Create a new radiation model that adds collected radiation values to the lists.RadiationModel
(Spectrum spectrumFactory, ObjectList<ObjectList<Spectrum>> radiantPowerSumD, ObjectList<ObjectList<Spectrum>> absorbedPowerSumD, ObjectList<ObjectList<Spectrum>> reflectedPowerSumD, ObjectList<ObjectList<Spectrum>> transmittedPowerSumD, ObjectList<ObjectList<Spectrum>> sensedIrradianceSumD, int[] idToGroup, ObjectList<ObjectList<RadiationModel.RayPoint>> rays, ObjectList<IntList> hitCounterSumD) ModifierConstructorDescriptionLightModelProcessor
(Scene scene, ObjectList<Spectrum> radiantPowerSum, ObjectList<Spectrum> absorbedPowerSum, ObjectList<Spectrum> reflectedPowerSum, ObjectList<Spectrum> transmittedPowerSum, ObjectList<Spectrum> sensedIrridiancSum, int[] idToGroup, int bundleSize, ObjectList<ObjectList<RadiationModel.RayPoint>> rays, IntList hitCounterSum) Create a new light model processor that uses the given spectrum factory and adds collected radiation values to the lists.LightModelProcessorD
(Scene scene, int depth, ObjectList<ObjectList<Spectrum>> radiantPowerSum, ObjectList<ObjectList<Spectrum>> absorbedPowerSum, ObjectList<ObjectList<Spectrum>> reflectedPowerSum, ObjectList<ObjectList<Spectrum>> transmittedPowerSum, ObjectList<ObjectList<Spectrum>> sensedIrridiancSum, int[] idToGroup, int bundleSize, ObjectList<ObjectList<RadiationModel.RayPoint>> rays, ObjectList<IntList> hitCounterSum) Create a new light model processor that uses the given spectrum factory and adds collected radiation values to the lists.RadiationModel
(Spectrum spectrumFactory, ObjectList<Spectrum> radiantPowerSum, ObjectList<Spectrum> absorbedPowerSum, ObjectList<Spectrum> reflectedPowerSum, ObjectList<Spectrum> transmittedPowerSum, ObjectList<Spectrum> sensedIrradianceSum, int[] idToGroup, ObjectList<ObjectList<RadiationModel.RayPoint>> rays, IntList hitCounterSum) Create a new radiation model that adds collected radiation values to the lists.RadiationModel
(Spectrum spectrumFactory, ObjectList<ObjectList<Spectrum>> radiantPowerSumD, ObjectList<ObjectList<Spectrum>> absorbedPowerSumD, ObjectList<ObjectList<Spectrum>> reflectedPowerSumD, ObjectList<ObjectList<Spectrum>> transmittedPowerSumD, ObjectList<ObjectList<Spectrum>> sensedIrradianceSumD, int[] idToGroup, ObjectList<ObjectList<RadiationModel.RayPoint>> rays, ObjectList<IntList> hitCounterSumD) -
Uses of Spectrum in de.grogra.ray2.tracing.modular
Modifier and TypeFieldDescriptionComplementTracer.resultWeightList
PathValues.weightListBE
CombinedPathValues.weightListEB
Modifier and TypeMethodDescriptionvoid
PathValues.saveValues
(int i, Line r, Intersection desc, Environment env, Spectrum spec, Scattering sh, boolean isSpec, boolean isRefrac) LineTracer.traceLine
(int maxDepth, PathValues pathValues, Line startLine, Spectrum initialWeight, int sourceID, boolean isLightRay, Random random) This function traces a Line(=ray) throug the scene starting at the first path vertex (index =0) -
Uses of Spectrum in de.grogra.rgg
Modifier and TypeFieldDescriptionprotected Spectrum
LightModel.spectrumFactory
The spectrum factory.Modifier and TypeMethodDescriptionFluxLightModel.getAbsorbedPower
(Node node) LightModel.getAbsorbedPower
(Node node) Returns the radiant power in Watts which is absorbed by the surface of the volume of the givennode
.abstract Spectrum
LightModelBase.getAbsorbedPower
(Node node) Returns the radiant power in Watts which is absorbed by the surface of the volume of the givennode
.LightModelD.getAbsorbedPower
(Node node) Returns the radiant power in Watts which is absorbed by the surface of the volume of the givennode
.LightModelD.getAbsorbedPower
(Node node, int idx) Returns the radiant power in Watts which is absorbed by the surface of the volume of the givennode
.Spectrum[]
LightModelD.getAbsorbedPowerD
(Node node) Returns the radiant power in Watts which is absorbed by the surface of the volume of the givennode
.LightModelBase.getRadiantPowerFor
(Node node) Deprecated.LightModel.getReceivedPower
(Node node) Returns the radiant power in Watts which is received by the surface of the volume of the givennode
.LightModelD.getReceivedPower
(Node node) Returns the radiant power in Watts which is received by the surface of the volume of the givennode
.LightModelD.getReceivedPower
(Node node, int idx) Returns the radiant power in Watts which is received by the surface of the volume of the givennode
.Spectrum[]
LightModelD.getReceivedPowerD
(Node node) Returns the radiant power in Watts which is received by the surface of the volume of the givennode
.LightModel.getReflectedPower
(Node node) Returns the radiant power in Watts which is reflected by the surface of the volume of the givennode
.LightModelD.getReflectedPower
(Node node) Returns the radiant power in Watts which is reflected by the surface of the volume of the givennode
.LightModelD.getReflectedPower
(Node node, int idx) Returns the radiant power in Watts which is reflected by the surface of the volume of the givennode
.Spectrum[]
LightModelD.getReflectedPowerD
(Node node) Returns the radiant power in Watts which is reflected by the surface of the volume of the givennode
.FluxLightModel.getSensedIrradiance
(Node node) LightModel.getSensedIrradiance
(Node node) Returns the irradiance in Watts per square meter which is sensed by the sensor attached to the volume of the givennode
.abstract Spectrum
LightModelBase.getSensedIrradiance
(Node node) Returns the irradiance in Watts per square meter which is sensed by the sensor attached to the volume of the givennode
.LightModelD.getSensedIrradiance
(Node node) Returns the irradiance in Watts per square meter which is sensed by the sensor attached to the volume of the givennode
.LightModelD.getSensedIrradiance
(Node node, int idx) Returns the irradiance in Watts per square meter which is sensed by the sensor attached to the volume of the givennode
.Spectrum[]
LightModelD.getSensedIrradianceD
(Node node) Returns the irradiance in Watts per square meter which is sensed by the sensor attached to the volume of the givennode
.LightModel.getSpectrumFactory()
LightModel.getTransmittedPower
(Node node) Returns the radiant power in Watts which is transmitted by the surface of the volume of the givennode
.LightModelD.getTransmittedPower
(Node node) Returns the radiant power in Watts which is transmitted by the surface of the volume of the givennode
.LightModelD.getTransmittedPower
(Node node, int idx) Returns the radiant power in Watts which is transmitted by the surface of the volume of the givennode
.Spectrum[]
LightModelD.getTransmittedPowerD
(Node node) Returns the radiant power in Watts which is transmitted by the surface of the volume of the givennode
.Modifier and TypeMethodDescriptionvoid
(Re-)computes the light distribution in the current graph.void
(Re-)computes the light distribution in the current graph.void
void
(Re-)computes the light distribution in the current graph.void
(Re-)computes the light distribution in the current graph.abstract void
(Re-)computes the light distribution in the current graph.abstract void
(Re-)computes the light distribution in the current graph.void
(Re-)computes the light distribution in the current graph.void
LightModel.setSpectrumFactory
(Spectrum value)