integrator.cpp File Reference

#include "stdafx.h"
#include "integrator.h"
#include "scene.h"
#include "intersection.h"
#include "pbrt.h"
#include "diffgeom.h"
#include "transform.h"
#include "montecarlo.h"

Go to the source code of this file.

Functions

Spectrum UniformSampleAllLights (const Scene *scene, const Renderer *renderer, MemoryArena &arena, const Point &p, const Normal &n, const Vector &wo, float rayEpsilon, float time, BSDF *bsdf, const Sample *sample, RNG &rng, const LightSampleOffsets *lightSampleOffsets, const BSDFSampleOffsets *bsdfSampleOffsets)
Spectrum UniformSampleOneLight (const Scene *scene, const Renderer *renderer, MemoryArena &arena, const Point &p, const Normal &n, const Vector &wo, float rayEpsilon, float time, BSDF *bsdf, const Sample *sample, RNG &rng, int lightNumOffset, const LightSampleOffsets *lightSampleOffset, const BSDFSampleOffsets *bsdfSampleOffset)
Spectrum EstimateDirect (const Scene *scene, const Renderer *renderer, MemoryArena &arena, const Light *light, const Point &p, const Normal &n, const Vector &wo, float rayEpsilon, float time, const BSDF *bsdf, RNG &rng, const LightSample &lightSample, const BSDFSample &bsdfSample, BxDFType flags)
Spectrum SpecularReflect (const RayDifferential &ray, BSDF *bsdf, RNG &rng, const Intersection &isect, const Renderer *renderer, const Scene *scene, const Sample *sample, MemoryArena &arena)
Spectrum SpecularTransmit (const RayDifferential &ray, BSDF *bsdf, RNG &rng, const Intersection &isect, const Renderer *renderer, const Scene *scene, const Sample *sample, MemoryArena &arena)
Distribution1D * ComputeLightSamplingCDF (const Scene *scene)

Function Documentation

Distribution1D* ComputeLightSamplingCDF ( const Scene *  scene  ) 
Spectrum EstimateDirect ( const Scene *  scene,
const Renderer *  renderer,
MemoryArena &  arena,
const Light *  light,
const Point &  p,
const Normal &  n,
const Vector &  wo,
float  rayEpsilon,
float  time,
const BSDF *  bsdf,
RNG &  rng,
const LightSample &  lightSample,
const BSDFSample &  bsdfSample,
BxDFType  flags 
)
Spectrum SpecularReflect ( const RayDifferential &  ray,
BSDF *  bsdf,
RNG &  rng,
const Intersection &  isect,
const Renderer *  renderer,
const Scene *  scene,
const Sample *  sample,
MemoryArena &  arena 
)
Spectrum SpecularTransmit ( const RayDifferential &  ray,
BSDF *  bsdf,
RNG &  rng,
const Intersection &  isect,
const Renderer *  renderer,
const Scene *  scene,
const Sample *  sample,
MemoryArena &  arena 
)
Spectrum UniformSampleAllLights ( const Scene *  scene,
const Renderer *  renderer,
MemoryArena &  arena,
const Point &  p,
const Normal &  n,
const Vector &  wo,
float  rayEpsilon,
float  time,
BSDF *  bsdf,
const Sample *  sample,
RNG &  rng,
const LightSampleOffsets *  lightSampleOffsets,
const BSDFSampleOffsets *  bsdfSampleOffsets 
)
Spectrum UniformSampleOneLight ( const Scene *  scene,
const Renderer *  renderer,
MemoryArena &  arena,
const Point &  p,
const Normal &  n,
const Vector &  wo,
float  rayEpsilon,
float  time,
BSDF *  bsdf,
const Sample *  sample,
RNG &  rng,
int  lightNumOffset,
const LightSampleOffsets *  lightSampleOffset,
const BSDFSampleOffsets *  bsdfSampleOffset 
)
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