DielectricBSDF Class 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>

Inheritance diagram for DielectricBSDF:

BSDF Sampler SSEAligned

List of all members.

Public Member Functions

Constructors
 DielectricBSDF (SurfacePoint &pt, Material *parent=NULL)
virtual ~DielectricBSDF ()
Initialization
virtual void init ()
 Performs any initialization that may be necessary before beginning to sample this BSDF.
Main usage interface
virtual Event sample ()
 Samples an exitent vector at the given surface point.
virtual real_t getPdf (const Event &event)
virtual SpectralSampleSet getBSDF (const Vector3 &wi, const Vector3 &wo)
 Evaluates the spectral BSDF at the given surface point with respect to the out vector, 'wo', at the underlying surface point and given incident vector, 'wi'.
virtual bool isSpecular (Event &) const

Protected Attributes

SpectralSampleSet m_ior
SpectralSampleSet m_transparency
real_t m_avgTransparency


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.

Author:
Travis Fischer (fisch0920@gmail.com)

Matthew Jacobs (jacobs.mh@gmail.com)

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 at line 33 of file DielectricBSDF.h.


Constructor & Destructor Documentation

DielectricBSDF::DielectricBSDF ( SurfacePoint pt,
Material parent = NULL 
) [inline, explicit]

Definition at line 38 of file DielectricBSDF.h.

virtual DielectricBSDF::~DielectricBSDF (  )  [inline, virtual]

Definition at line 42 of file DielectricBSDF.h.


Member Function Documentation

void DielectricBSDF::init (  )  [virtual]

Performs any initialization that may be necessary before beginning to sample this BSDF.

Note:
default implementation is empty

Reimplemented from BSDF.

Definition at line 34 of file DielectricBSDF.cpp.

Event DielectricBSDF::sample (  )  [virtual]

Samples an exitent vector at the given surface point.

Returns:
the sampled vector as a Vector3 wrapped in an Event object
Note:
returns Vector3::zero() if no exitent vector was sampled (to model a certain probability of absorption, for instance)
Example usage:

    const Event &event = bsdf.sample();
    const Vector3 &wo  = event.getValue();
    const real_t pd    = bsdf.getPdf(event);        // p(x) probability
    const SpectralSampleSet &fs = bsdf.getBSDF(wo); // f(x) reflectivity
 

Implements BSDF.

Definition at line 41 of file DielectricBSDF.cpp.

real_t DielectricBSDF::getPdf ( const Event event  )  [virtual]

Returns:
the probability density of having sampled the given out out vector event with respect to whatever underlying sampling strategy is being used to sample the BSDF
Note:
probability density is assumed to be with respect to projected solid angle (the conversion from solid angle to projected solid angle involves dividing the solid angle density by the absolute value of the cosine of the angle between the local surface normal and the exitant vector in event)

Implements BSDF.

Definition at line 65 of file DielectricBSDF.cpp.

SpectralSampleSet DielectricBSDF::getBSDF ( const Vector3 wi,
const Vector3 wo 
) [virtual]

Evaluates the spectral BSDF at the given surface point with respect to the out vector, 'wo', at the underlying surface point and given incident vector, 'wi'.

Returns:
the spectral radiance leaving in direction wo, per unit of irradiance arriving from wi (unitless fraction in [0, 1])

Implements BSDF.

Definition at line 86 of file DielectricBSDF.cpp.

virtual bool DielectricBSDF::isSpecular ( Event  )  const [inline, virtual]

Returns:
true iff this BSDF is non-zero over a set of solid angles with measure zero (measured with respect to solid angle)
Note:
a perfectly specular material has a dirac distribution for its reflectance, and therefore needs special consideration when sampling the BRDF for simulation purposes

the default implementation returns false because perfectly specular surfaces don't occur that often in real life, though they abound in computer graphics (due to their ease of simulation)

implementations are free to use the given Event's metadata to determine whether or not it represents a specular event

Reimplemented from BSDF.

Definition at line 63 of file DielectricBSDF.h.


Member Data Documentation

Definition at line 71 of file DielectricBSDF.h.

Definition at line 72 of file DielectricBSDF.h.

Definition at line 73 of file DielectricBSDF.h.


The documentation for this class was generated from the following files:

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