aggregate | Scene | |
bound | Scene | |
camera | Scene | |
Intersect(const Ray &ray, Intersection *isect) const | Scene | [inline] |
IntersectP(const Ray &ray) const | Scene | [inline] |
Li(const RayDifferential &ray, const Sample *sample, float *alpha=NULL) const | Scene | |
lights | Scene | |
Render() | Scene | |
sampler | Scene | |
Scene(Camera *c, SurfaceIntegrator *in, VolumeIntegrator *vi, Sampler *s, Primitive *accel, const vector< Light * > <s, VolumeRegion *vr) | Scene | |
surfaceIntegrator | Scene | |
Transmittance(const Ray &ray) const | Scene | |
volumeIntegrator | Scene | |
volumeRegion | Scene | |
WorldBound() const | Scene | |
~Scene() | Scene |