Photon 2.0.0-beta
A physically based renderer.
|
Geometry
Geometry
Defining the shape of scene elements.
*(no input)*
Geometry
Sphere
A perfectly round shape centering around origin.
Creation:
geometry(sphere)
Inputs | Types | Descriptions |
---|---|---|
radius | real | Size of the sphere. |
Geometry
Rectangle
A rectangular shape on xy-plane. It is centered around origin.
Creation:
geometry(rectangle)
Inputs | Types | Descriptions |
---|---|---|
width | real | Width of the rectangle. |
height | real | Height of the rectangle. |
texcoord-scale | real | A scaling factor that scales the default-generated texture coordinates. |
Geometry
Triangle
A single triangle-shaped surface. Please note that using this type of triangle for triangle mesh may induce significant overhead (in terms of memory usage). This is meant for very simple shapes or debug usages.
Creation:
geometry(triangle)
Inputs | Types | Descriptions |
---|---|---|
v-A | vector3 | The first vertex coordinates of the triangle. |
v-B | vector3 | The second vertex coordinates of the triangle, in CCW. |
v-C | vector3 | The third vertex coordinates of the triangle, in CCW. |
uvw-A | vector3 | Texture coordinates of the first vertex. |
uvw-B | vector3 | Texture coordinates of the first vertex. |
uvw-C | vector3 | Texture coordinates of the first vertex. |
n-A | vector3 | Normal vector of the first vertex. |
n-B | vector3 | Normal vector of the second vertex. |
n-C | vector3 | Normal vector of the third vertex. |
Geometry
Triangle Mesh
A cluster of triangles forming a singe shape in 3-D space.
Creation:
geometry(triangle-mesh)
Inputs | Types | Descriptions |
---|---|---|
positions | vector3-array | Vertex coordinates of all triangles. Every three vector3s in the array represents a single triangle. The vertices are expected to be given in counterclockwise order. |
texture-coordinates | vector3-array | Similar to positions, except that the array stores texture coordinates for each triangle. |
normals | vector3-array | Similar to positions, except that the array stores normal vectors for each triangle. |
Geometry
Cuboid
A shape that is similar to cube but may contain rectangular faces. It is centered around origin.
Creation:
geometry(cuboid)
Inputs | Types | Descriptions |
---|---|---|
size | vector3 | x, y, z dimensions of the cuboid. |
offset | vector3 | x, y, z offsets of the cuboid, origin is at the centroid. |
px-face-uv | vector4 | UV coordinates of the +x face (+y as upward), in (min-u, min-v, max-u, max-v). |
nx-face-uv | vector4 | UV coordinates of the -x face (+y as upward), in (min-u, min-v, max-u, max-v). |
py-face-uv | vector4 | UV coordinates of the +y face (-z as upward), in (min-u, min-v, max-u, max-v). |
ny-face-uv | vector4 | UV coordinates of the -y face (+z as upward), in (min-u, min-v, max-u, max-v). |
pz-face-uv | vector4 | UV coordinates of the +z face (+y as upward), in (min-u, min-v, max-u, max-v). |
nz-face-uv | vector4 | UV coordinates of the -z face (+y as upward), in (min-u, min-v, max-u, max-v). |
Geometry
Menger Sponge
A fractal geometry.
Creation:
geometry(menger-sponge)
Inputs | Types | Descriptions |
---|---|---|
iterations | integer | Number of recursive iterations on the fractal surface detail. |
Geometry
Geometry Soup
A collection of random geometries.
Creation:
geometry(geometry-soup)
Inputs | Types | Descriptions |
---|---|---|
geometries | geometry-array | Array of references to the geometries in the soup. |
Geometry
Ply
Polygon mesh stored as a .ply file.
Creation:
geometry(ply)
Inputs | Types | Descriptions |
---|---|---|
ply-file | PRI | The .ply file that stores the polygon mesh. |
Material
Material
Defines and models the appearance of scene elements.
*(no input)*
Material
Surface Material
*(no description)*
*(no input)*
Material
Matte Opaque
A material model for surfaces with matte look, such as chalk and moon.
Creation:
material(matte-opaque)
Inputs | Types | Descriptions |
---|---|---|
albedo | image | An image or constant color that will be used for describing albedo. |
sigma-degrees | image | Roughness in standard deviation of surface orientation (unit: degrees). |
Material
Abraded Opaque
Able to model surfaces ranging from nearly specular to extremely rough appearances.
Creation:
material(abraded-opaque)
Inputs | Types | Descriptions |
---|---|---|
fresnel | enum | Type of the Fresnel for the conductive interface. |
f0 | spectrum | Surface reflectance on normal incidence. This value is expected to be given in linear-sRGB space. When this parameter is used, the underlying Fresnel model will be an approximated one (schlick) which is pretty popular in real-time graphics. Also note that F0 already includes the information of ior-outer. |
ior-outer | real | The index of refraction outside of this interface. |
ior-inner-n | spectrum | The complex index of refraction (real part) inside of this interface. |
ior-inner-k | spectrum | The complex index of refraction (imaginary part) inside of this interface. |
microsurface | enum | Type of the microsurface of the material. |
roughness | real | Isotropic surface roughness in [0, 1], the material will appear to be smoother with smaller roughness value. |
roughness-v | real | Similar to the roughness parameter, but is used for anisotropic surface appearances. This value controls the V component of surface roughness. If this value is provided, the roughness parameter is interpreted as the U component of surface roughness. |
roughness-to-alpha | enum | Type of the mapping to transform roughness into alpha value. |
masking-shadowing | enum | Type of the masking and shadowing for a microsurface. |
Material
Abraded Translucent
Able to model translucent surfaces with variable roughnesses. Such as frosted glass.
Creation:
material(abraded-translucent)
Inputs | Types | Descriptions |
---|---|---|
fresnel | enum | Type of the Fresnel for the dielectric interface. |
ior-outer | real | The index of refraction outside of this interface. |
ior-inner | real | The index of refraction inside of this interface. |
microsurface | enum | Type of the microsurface of the material. |
roughness | real | Isotropic surface roughness in [0, 1], the material will appear to be smoother with smaller roughness value. |
roughness-v | real | Similar to the roughness parameter, but is used for anisotropic surface appearances. This value controls the V component of surface roughness. If this value is provided, the roughness parameter is interpreted as the U component of surface roughness. |
roughness-to-alpha | enum | Type of the mapping to transform roughness into alpha value. |
masking-shadowing | enum | Type of the masking and shadowing for a microsurface. |
Material
Full
A material model that combines surface and volume properties.
Creation:
material(full)
Inputs | Types | Descriptions |
---|---|---|
surface | material | A surface material. |
interior | material | A volume material describing the inside of the surface. |
exterior | material | A volume material describing the outside of the surface. |
Material
Ideal Substance
Models a perfectly smooth surface with various physical properties.
Creation:
material(ideal-substance)
Inputs | Types | Descriptions |
---|---|---|
substance | enum | Specifying the physical property/behavior of the surface. |
fresnel | enum | Type of the Fresnel for the interface. |
ior-outer | real | The index of refraction outside the surface. |
ior-inner | real | The index of refraction inside the surface. |
f0 | spectrum | Surface reflectance on normal incidence. This value is expected to be given in linear-sRGB space. When this parameter is used, the underlying Fresnel model will be an approximated one (schlick) which is pretty popular in real-time graphics. |
reflection-scale | spectrum | A scaling factor for reflected energy. Note that this property is only for artistic control and is not physically correct. |
transmission-scale | spectrum | A scaling factor for transmitted energy. Note that this property is only for artistic control and is not physically correct. |
ior-inner-n | spectrum | The complex index of refraction (real part) inside the metallic interface. |
ior-inner-k | spectrum | The complex index of refraction (imaginary part) inside the metallic interface. |
Material
Layered Surface
Model a surface as having multiple coating layers.
Creation:
material(layered-surface)
Inputs | Types | Descriptions |
---|---|---|
layers | struct-array | Physical properties of each layer. |
Material
Binary Mixed Surface
Mixing two surface materials in various ways.
Creation:
material(binary-mixed-surface)
Inputs | Types | Descriptions |
---|---|---|
mode | enum | Specify how two materials are mixed. |
material-0 | material | The first material that participates the mixing process. |
material-1 | material | The second material that participates the mixing process. |
factor | image | Factor that controls the contribution from each material. Basically, the final material would be "material-0 * factor + material-1 * (1 - factor)". |
Image
Image
A block of data.
*(no input)*
Image
Constant
An image that stores constant values. It can be a single scalar, a vector or a color. By default, all values are treated as raw data (bypass any color space conversion).
Creation:
image(constant)
Inputs | Types | Descriptions |
---|---|---|
values | real-array | A series of values to initialize the constant. |
color-space | enum | Associated color space of the constant. By default, values are raw data. If a color space is specified, then values will be treated as if in the specified color space. When the engine is in spectral mode, raw data may be treated as linear sRGB if a direct conversion is impossible. |
Image
Raster Base
Common information for raster-based images.
Inputs | Types | Descriptions |
---|---|---|
sample-mode | enum | Sample mode of the raster image. |
wrap-mode | enum | Wrap mode of the raster image. |
vertical-wrap-mode | enum | Wrap mode of the raster image in the vertical direction. If this field is specified, the <wrap-mode> field is treated as the horizontal wrap mode. |
Image
Raster File
Raster-based image file (most common image file formats belongs to this category).
Creation:
image(raster-file)
Inputs | Types | Descriptions |
---|---|---|
image-file | PRI | The image file. |
color-space | enum | Color space of the raster image. By default, color space is retrieved from the file, and if such information is not available, the engine will make an educated guess. If user has specified a non-default color space, then the engine will use it instead (even if the file said otherwise). Note that when the image is used in numeric mode, the engine still follow the same convention–color space is dropped and raw values are used. |
is-color | bool | If this flag is set to false, then the raster image will be treated as raw data even if the image is used in color mode. This is useful for situations where color-related numeric values are used (e.g., math operations involving other color data). When the engine is in spectral mode, raw data may be treated as linear sRGB if a direct conversion is impossible. |
Image
Math
This image applies mathematical modifications on other images, such as addition and multiplication.
Creation:
image(math)
Inputs | Types | Descriptions |
---|---|---|
math-image-op | enum | The mathematical operation used. |
operand | image | The target image that is going to be operated on. |
scalar-input-0 | real | First scalar input for the specified mathematical operation. This will only be used if no image input is provided. Using scalar input is also more efficient than specifying the scalar as a constant image input. |
scalar-input-1 | real | Second scalar input for the specified mathematical operation. This will only be used if no image input is provided. Using scalar input is also more efficient than specifying the scalar as a constant image input. |
input-0 | image | First input for the specified mathematical operation. |
input-1 | image | Second input for the specified mathematical operation. |
Image
Swizzled Image
An image whose primary purpose is to swizzle the output of a source image.
Creation:
image(swizzled-image)
Inputs | Types | Descriptions |
---|---|---|
input | image | Reference to an input image that will be swizzled. |
swizzle-subscripts | string | Subscripts for imge value swizzling. Supported subscript sets: 1. Cartesian coordinates "xyzw", 2. Colors "rgba", 3. Image/texture coordinates "stpq", 4. Hex-based subscripts (for wide vector types) "0123456789ABCDEF". |
Image
Black Body
An image outputs the value of black-body radiation.
Creation:
image(black-body)
Inputs | Types | Descriptions |
---|---|---|
temperature-k | real | Temperature (in Kelvin) that the black-body radiates on. |
is-spectral-radiance | bool | false (default): The energy unit is in radiance; true: The energy unit is in spectral radiance. If "energy" value is specified, this option will have no effect (the user is then responsible for specifying "energy" value in their desired unit). |
energy | real | If specified, the resulting radiation will be adjusted (scaled) to the target energy level; otherwise, the true energy level at the temperature will be used. |
color-space | enum | The tristimulus color space to use when using the image as a numeric texture. The default is to use the current tristimulus space, and linear-sRGB when the engine is in spectral mode. |
Observer
Observer
A tool for observing the incoming energy of the scene.
*(no input)*
Observer
Oriented Raster
Observers that work by projecting incoming energy in certain ways. Projective observers face the -z axis (+y up) and reside on (0, 0, 0) by default.
Inputs | Types | Descriptions |
---|---|---|
pos | vector3 | Position of the observer. |
yaw-pitch-row-degrees | vector3 | Direction that this observer is looking at in yaw pitch form. yaw: Rotation around +y axis in [-180, 180]; pitch: Declination from the horizon in [-90, 90]; row: Rotation around +z axis in [-180, 180]. |
dir | vector3 | Direction vector that this observer is looking at. No need to be normalized. |
up-axis | vector3 | The direction vector that this observer consider as upward. No need to be normalized. |
Observer
Single Lens
As its name suggests, the lens system in this observer is assumed to have just a single lens. The biggest advantage of it is that depth of field effects are possible under this model. In case of the lens radius is zero, the lens system will be reduced to a pinhole. Images captured by this observer is similar to how a normal human perceives the world but with several simplifications.
Creation:
observer(single-lens)
Inputs | Types | Descriptions |
---|---|---|
lens-radius-mm | real | Radius of the lens in millimeters. |
focal-distance-mm | real | The distance in millimeters that the observer is focusing on. |
sensor-width-mm | real | Width of the sensor used by this observer in millimeters. |
sensor-offset-mm | real | Distance between sensor and light entry (more commonly known as focal length). Will be overridden if FoV is provided. |
fov-degrees | real | Field of view of this observer in degrees. If provided, it will be used to adjust sensor offset such that the desired FoV is reached. |
Sample Source
Sample Source
Engine component for generating sample values.
*(no input)*
Sample Source
Runtime
Sample sources that generate samples during render engine execution time.
Inputs | Types | Descriptions |
---|---|---|
samples | integer | Number of samples that will be generated. This is the number of samples that each data unit (such as a single pixel) will receive, on average. |
Sample Source
Uniform Random
Generating samples in a completely random fashion.
Creation:
sample-source(uniform-random)
*(no input)*
Sample Source
Stratified
Generating samples based on engine provided dimensional hints.
Creation:
sample-source(stratified)
*(no input)*
Sample Source
Halton
Generating samples based on the Halton sequence. The samples generated are somewhat deterministic and can lead to visible patterns if the number of samples is too low. Also, when Halton sequence is used with a low sample count generator, this often results in visible artifact along edges even after a large number of iterations. This is partially due to low sample index being repeatedly used. When this happens, try more advanced permutation scheme or use back-to-back sample indices.
Creation:
sample-source(halton)
Inputs | Types | Descriptions |
---|---|---|
permutation | enum | Permutation scheme of Halton sequence. |
sequence | enum | Generated sequence of Halton sample generator. |
Visualizer
Visualizer
The main engine component for producing visual content.
*(no input)*
Visualizer
Frame
A visualizer that produces frames, a typical example is an image.
Inputs | Types | Descriptions |
---|---|---|
rect-x | integer | X coordinate of the lower-left corner of the film cropping window. |
rect-y | integer | Y coordinate of the lower-left corner of the film cropping window. |
rect-w | integer | Width of the film cropping window. |
rect-h | integer | Height of the film cropping window. |
Visualizer
Path Tracing
Render frames with common path tracing methods.
Creation:
visualizer(path-tracing)
Inputs | Types | Descriptions |
---|---|---|
scheduler | enum | Scheduler for rendering, affect the order of rendered regions. |
estimator | enum | The energy estimating component used by the visualizer. |
sample-filter | enum | Sample filter for the film sampling process. |
Visualizer
Photon Mapping
Render frames with common photon mapping methods.
Creation:
visualizer(photon-mapping)
Inputs | Types | Descriptions |
---|---|---|
mode | enum | The photon mapping technique used by the visualizer. |
sample-filter | enum | Sample filter for the film sampling process. |
num-photons | integer | Number of photons used. For progressive techniques, this value is for a single pass. |
num-passes | integer | Number of passes performed by progressive techniques. |
num-samples-per-pixel | integer | Number of samples per pixel. Higher values can resolve image aliasing, but can consume large amounts of memory for some algorithms. This value can also mean the number of statistics gathered in a single pixel for some techniques. If the value is not a power-of-2 number, it may be adjusted. |
photon-radius | real | Energy contribution radius for each photon. For progressive techniques, this value is for setting up the initial radius. |
glossy-merge-begin-length | integer | Hint for the minimum path length to start estimating energy using photons on glossy surface.If the scene contains diffuse surface and is easily reachable by photons, it is recommended to set this to a lower value. |
stochastic-view-sample-begin-length | integer | Hint for the view path length to start random path sampling. If this value differ too much from the mean specular path length from the scene, the energy estimation result may contain higher variance or bias. Beware when using higher values as non-stochastic path may be branched, which can result in exponential growth of number of rays. |
Option
Option
Options that control engine runtime behavior.
Creation:
option(option)
*(no input)*
Option
Render Session
Settings for how to perform a render operation.
Inputs | Types | Descriptions |
---|---|---|
session-name | string | Name of this render session. |
num-workers | integer | Number of worker threads for the rendering operation. |
Option
Single Frame Render Session
Information regarding the rendering process of a single frame.
Creation:
option(single-frame-render-session)
Inputs | Types | Descriptions |
---|---|---|
frame-size | vector2 | Width and height of the frame in pixels. |
visualizer | string | Name of the visualizer resource to use. |
observer | string | Name of the observer resource to use. |
sample-source | string | Name of the sample source resource to use. |
top-level-accelerator | enum | Acceleration structure used on the top level geometries. |
Object
Object
General object that may refer to any type.
*(no input)*
Actor
Actor
Represents an entity in the scene. Every entity that participates in a scene is an actor.
*(no input)*
Actor
Physical
An actor that is visible and can be transformed.
Inputs | Types | Descriptions |
---|---|---|
pos | vector3 | Position of the entity. |
rot | quaternion | Rotation of the entity |
scale | vector3 | Scale of the entity. |
Operation:
translate
, callable onactor(physical)
and its derivations
Moves the actor away from the original location with a specified amount.
Inputs | Types | Descriptions |
---|---|---|
amount | vector3 | The amount to move on each axis. |
Operation:
rotate
, callable onactor(physical)
and its derivations
Rotates the actor along an axis with a specified amount.
Inputs | Types | Descriptions |
---|---|---|
axis | vector3 | The axis for rotation. |
degrees | real | The amount of the rotation, in degrees. |
rotation | quaternion | Specify the rotation with a quaternion directly. |
Operation:
scale
, callable onactor(physical)
and its derivations
Enlarges or shrinks the actor with some specified amount.
Inputs | Types | Descriptions |
---|---|---|
amount | vector3 | The amount to scale on each axis. |
Actor
Model
An actor that has a certain 3-D shape in the scene.
Creation:
actor(model)
Inputs | Types | Descriptions |
---|---|---|
geometry | geometry | A geometry that represent this actor's shape. |
material | material | A material that describes this actor's surface appearance. |
motion | motion | Movement of this actor. |
Actor
Dome
A large energy emitting source encompassing the whole scene.
Inputs | Types | Descriptions |
---|---|---|
energy-scale | real | A non-physical scale factor for artistic purpose. |
Actor
Image Dome
Using a background image to represent the energy emitted from far away.
Creation:
actor(image-dome)
Inputs | Types | Descriptions |
---|---|---|
image-file | PRI | An image describing the energy distribution. |
Actor
Preetham Dome
Using Preetham model to generate absolute energy from sky.
Creation:
actor(preetham-dome)
Inputs | Types | Descriptions |
---|---|---|
turbidity | real | Turbidity of the atmosphere. |
standard-time-24h | real | Standard time in 24H. |
standard-meridian-degrees | real | Standard meridian in degrees. |
site-latitude-degrees | real | Site latitude in [-90, 90] degrees ("+" implies N and "-" implies S). |
site-longitude-degrees | real | Site longitude in [0, 360] degrees (with prime meridian being 0) |
julian-date | integer | The day of the year as an integer in the range [1, 366]. |
sun-phi-theta-degrees | vector2 | Directly specify sun position in the sky in spherical coordinates. Note that this option may not be physically correct since not every position in the sky is possible for the sun given a location on Earth. |
Actor
Light
The source of all energy emitting entity in the scene.
*(no input)*
Actor
Geometric Light
Energy emitters that come with a physical geometry. Please be aware that changing sampling techniques to non-default values may cause the rendered image to lose energy. For example, disabling BSDF sampling may cause some/all caustics to disappear on specular surfaces.
Inputs | Types | Descriptions |
---|---|---|
directly-visible | bool | Whether the light is directly visible. For example, you can see a bright sphere for a directly visible spherical area light. |
bsdf-sample | bool | Whether to use BSDF sampling technique for rendering the light, i.e., choosing a direction based on BSDF and relying on randomly hitting a light. |
direct-sample | bool | Whether to use direct sampling technique for rendering the light, i.e., directly establish a connection from a light to the illuminated location. |
emission-sample | bool | Whether to use emission sampling technique for rendering the light, i.e., start rendering the light from the light source itself. |
Actor
Area Light
This type of light source has a finite area, with various simplifications on the characteristics of the emission profile. Energy is allowed to emit diffusively and uniformally within the area. By default, the energy emitting surface absorbs all incoming energy (which is effectively a pure absorber).
Inputs | Types | Descriptions |
---|---|---|
color | spectrum | The color of this light source. |
watts | real | Energy emitted by this light source, in watts. |
Actor
Model Light
A light source that emits energy from the surface of a geometry. A surface material model can also be given to describe its surface appearance.
Creation:
actor(model-light)
Inputs | Types | Descriptions |
---|---|---|
geometry | geometry | A geometry that defines the surface energy is going to emit from. |
material | material | A material that describes this source's surface appearance. |
emitted-energy | image | An image that describes the emitted energy (e.g., radiance) across the surface. |
back-face-emit | bool | Whether the energy should emit from the back face of the geometry. |
Actor
Point Light
Power emitting source from a small but not infinitesimal region. Resembling a small light bulb.
Creation:
actor(point-light)
*(no input)*
Actor
Rectangle Light
This type of light emits energy from a rectangular shape. Note that energy is only allowed to emit from one side of the rectangle, not both sides.
Creation:
actor(rectangle-light)
Inputs | Types | Descriptions |
---|---|---|
width | real | The width of the rectangle. |
height | real | The height of the rectangle. |
Actor
Sphere Light
This type of light emits energy from a spherical shape.
Creation:
actor(sphere-light)
Inputs | Types | Descriptions |
---|---|---|
radius | real | The radius of the sphere. |
Actor
Ies Attenuated Light
Attenuating energy emitting strength of a light with an IES profile.
Creation:
actor(ies-attenuated-light)
Inputs | Types | Descriptions |
---|---|---|
source | actor | The light source that will be attenuated. |
ies-file | PRI | The IES file. |
Different permutation schemes for Halton sample generator.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
none | No permutation. This can exhibit great deal of aliasing since raw Halton sequence is actually fully deterministic. |
fixed | Using the same permutation for all digits in a dimension. This is great for breaking up patterns while maintaining good performance. However, this scheme is not so uniformly random, see PBRT-v4, section 6 in Chapter 8.6.2. |
per-digit | Using different permutation for each digit in a dimension. Consumes more memory but better in breaking up patterns. |
owen | In addition to per-digit permutation, this scheme considers all previous digits when permuting each digit. |
Different generated sequence of Halton sample generator.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
original | The original sequence starting from sample index 0. |
leap | Skipping a pre-defined amount of samples between each sample. The skip amount is carefully chosen to not introduce degenerated samples. |
random-leap | Similar to leap, except that a random leap amount is used for each sample generator life cycle. |
random-start | Choosing a starting point for each dimension randomly (for each sample generator life cycle). In practice (where we only have finite precision), this is actually skipping a certain amount of samples for each dimension. |
Denotes acceleration structure types.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
brute-force | *(no description)* |
bvh | *(no description)* |
kd-tree | *(no description)* |
indexed-kd-tree | *(no description)* |
Type of energy estimation algorithms.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
bvpt | Backward path tracing. |
bneept | Backward path tracing with next event estimation. |
bvptdl | Backward path tracing, evaluate direct lighting only (single bounce) |
The type of filter used during the sampling process.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
box | The box filter. Fairly sharp, fast to evaluate, but can have obvious aliasing around edges. |
gaussian | The Gaussian filter. Gives smooth results, slower to evaluate and can sometimes result in blurry images. |
mn | The Mitchell-Netravali filter. Smooth but remains sharp around edges. |
bh | The Blackman-Harris filter. A good compromise between smoothness and sharpness. |
Denotes work distribution types.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
bulk | *(no description)* |
stripe | *(no description)* |
grid | *(no description)* |
tile | *(no description)* |
spiral | *(no description)* |
spiral-grid | *(no description)* |
Type of the photon mapping method.
Entries | Descriptions |
---|---|
vanilla | Directly compute energy values from photon map, no fancy tricks applied. |
progressive | Progressively refine the rendered results. |
stochastic-progressive | Stochastic sampling technique is utilized for energy value computation. |
probabilistic-progressive | Probabilistic approach to progressive photon mapping. Consumes more memory, but is easily parallelizable to multiple workers. |
Controls how the image will be sampled.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
nearest | *(no description)* |
bilinear | *(no description)* |
trilinear | *(no description)* |
Controls how the image will be sampled when texture coordinates is not within the range [0, 1].
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
repeat | *(no description)* |
clamp-to-edge | *(no description)* |
flipped-clamp-to-edge | *(no description)* |
Marks color space information of input values.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
XYZ | *(no description)* |
xyY | *(no description)* |
LSRGB | *(no description)* |
SRGB | *(no description)* |
ACEScg | *(no description)* |
SPD | *(no description)* |
Marks color usage information of input values.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
RAW | *(no description)* |
EMR | *(no description)* |
ECF | *(no description)* |
The mathematical operation used on images.
Entries | Descriptions |
---|---|
add | *(no description)* |
sub | *(no description)* |
mul | *(no description)* |
div | *(no description)* |
pow | *(no description)* |
abs | *(no description)* |
clamp | *(no description)* |
Controls the Fresnel model used.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
schlick | An approximative model developed by Schlick. |
exact | The full-form Fresnel formula. |
How roughness value will be mapped to alpha, a value that controls surface normal distribution function.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
equaled | Directly assign roughness value as-is to alpha. |
squared | Mapping for a perceptually linear roughness. According to a course note in SIGGRAPH 2014: Moving Frostbite to Physically Based Rendering 3.0, P.68, they concluded that a squared mapping gives slightly better distribution of the profiles (blur amount) among all mip levels in the case of pre-integrated diffuse IBL maps. |
pbrt-v3 | The mapping used in PBRT-v3. |
The type of masking and shadowing term for a microfacet distribution.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
height-correlated | Modeling the correlation between masking and shadowing due to the height of the microsurface. |
separable | Statistically independent masking and shadowing. |
dir-correlated | Modeling the correlation between masking and shadowing due to the differences between incident and outgoing directions. |
height-dir-correlated | Modeling the correlation between masking and shadowing due to both height and direction differences. |
Type of the physical behavior of a perfectly smooth surface.
Entries | Descriptions |
---|---|
absorber | *(no description)* |
dielectric-reflector | *(no description)* |
metallic-reflector | *(no description)* |
transmitter | *(no description)* |
dielectric | *(no description)* |
Specify how surface materials are mixed.
Entries | Descriptions |
---|---|
lerp | *(no description)* |
File format of picture files.
Entries | Descriptions |
---|---|
*(empty)* | *(no description)* |
PNG | *(no description)* |
JPG | *(no description)* |
BMP | *(no description)* |
TGA | *(no description)* |
HDR | *(no description)* |
EXR | *(no description)* |
EXR-high-precision | *(no description)* |
PFM | *(no description)* |
png | *(no description)* |
jpg | *(no description)* |
bmp | *(no description)* |
tga | *(no description)* |
hdr | *(no description)* |
exr | *(no description)* |
exr-high-precision | *(no description)* |
pfm | *(no description)* |