Photon Engine 2.0.0-beta
A physically based renderer.
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#include "Core/Intersection/Intersectable.h"
#include "Core/Texture/TTexture.h"
#include <Common/primitive_type.h>
#include <memory>
Go to the source code of this file.
Classes | |
class | ph::MaskedIntersectable |
Carve out some part of an intersectable. This is a masking approach based on intersection routine. Another common approach to shape masking is BSDF-based, where the mask determines whether the incoming light simply passes through (a no-op, perfectly transmitting BSDF). There is a trade-off between these approaches: masking in intersection routine samples the mask texture (usually a slower operation) in the tight loop of acceleration structure traversal, while masking in BSDF will need to re-enter the acceleration structure multiple times (such as when rendering a forest) which can also be slow. More... | |
Namespaces | |
namespace | ph |
The root for all renderer implementations. | |