DiffuseBSDF Class Reference
Ideal diffuse BSDF (lambertian) defined at a single point on a surface in 3-space. More...
#include <DiffuseBSDF.h>
Inheritance diagram for DiffuseBSDF:

Public Member Functions | |
Constructors | |
| DiffuseBSDF (SurfacePoint &pt, Material *parent=NULL) | |
| virtual | ~DiffuseBSDF () |
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'. | |
Detailed Description
Ideal diffuse BSDF (lambertian) defined at a single point on a surface in 3-space.
- Date:
- Fall 2008
- Parameters:
-
kd - SpectralSampleSet which scales / attenuates the overall reflectance of the material (diffuse albedo)
Definition at line 21 of file DiffuseBSDF.h.
Constructor & Destructor Documentation
| DiffuseBSDF::DiffuseBSDF | ( | SurfacePoint & | pt, | |
| Material * | parent = NULL | |||
| ) | [inline, explicit] |
Definition at line 26 of file DiffuseBSDF.h.
| virtual DiffuseBSDF::~DiffuseBSDF | ( | ) | [inline, virtual] |
Definition at line 30 of file DiffuseBSDF.h.
Member Function Documentation
| Event DiffuseBSDF::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)
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 20 of file DiffuseBSDF.cpp.
- Returns:
- the probability density of having sampled the given out out vector
eventwith 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 29 of file DiffuseBSDF.cpp.
| SpectralSampleSet DiffuseBSDF::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 39 of file DiffuseBSDF.cpp.
The documentation for this class was generated from the following files:
Generated on 28 Feb 2009 for Milton by
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