DielectricBSDF.cpp File Reference
Wavelength-dependent, thin dielectric BSDF defined at a single point on a surface in 3-space. The opacity input controls the transmittance versus reflectance of different wavelengths. A pure specular mirror may be obtained by creating a dielectric BSDF with zero opacity. Conversely, a purely transparent surface may be obtained by creating a dielectric with full opacity. Note that a completely transparent surface will still reflect some light (in proportion to Fresnel's Laws) because refraction is undefined past a critical angle when light is traveling between a lighter and denser medium. When this happens, some light is reflected regardless of the opacity parameter, and this is typically known as total internal reflection. More...
#include "DielectricBSDF.h"
#include <IndexOfRefraction.h>
#include <Material.h>
#include <Fresnel.h>
#include <Random.h>
Go to the source code of this file.
Detailed Description
Wavelength-dependent, thin dielectric BSDF defined at a single point on a surface in 3-space. The opacity input controls the transmittance versus reflectance of different wavelengths. A pure specular mirror may be obtained by creating a dielectric BSDF with zero opacity. Conversely, a purely transparent surface may be obtained by creating a dielectric with full opacity. Note that a completely transparent surface will still reflect some light (in proportion to Fresnel's Laws) because refraction is undefined past a critical angle when light is traveling between a lighter and denser medium. When this happens, some light is reflected regardless of the opacity parameter, and this is typically known as total internal reflection.
- Date:
- Fall 2008
- Parameters:
-
opacity - SpectralSampleSet which specifies the transmittance of the material ks - SpectralSampleSet which scales / attenuates the overall reflectance of the material (specular albedo)
Definition in file DielectricBSDF.cpp.
Generated on 28 Feb 2009 for Milton by
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