bsdfs Directory Reference


Files

file  AbsorbentBSDF.cpp [code]
 Ideal, cool, black-body absorbent material (absorbs all incoming light).
file  AbsorbentBSDF.h [code]
file  AggregateBSDF.cpp [code]
 Linear combination of different BSDF implementations, where the coefficients are determined either a priori (inherent property described in scenefile) or via a texture map lookup.
file  AggregateBSDF.h [code]
file  DielectricBSDF.cpp [code]
 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.
file  DielectricBSDF.h [code]
file  DiffuseBSDF.cpp [code]
 Ideal diffuse BSDF (lambertian) defined at a single point on a surface in 3-space.
file  DiffuseBSDF.h [code]
file  Fresnel.h [code]
file  ModifiedPhongBSDF.cpp [code]
 Physically-correct modified phong model for glossy/specular surfaces, defined at a single point on a surface in 3-space. The modified phong model has two inputs: Kd, and Ks in [0, 1] subject to Kd + Ks <= 1, where Kd and Ks represent the diffuse and specular reflectivity of the surface respectively (fraction of incoming energy that is reflected diffusely/specularly). A third input, n, represents the specular shininess of the surface, where higher values of n correspond to tighter / sharper specular highlights, and lower values of n correspond to wider / glossier highlights.
file  ModifiedPhongBSDF.h [code]

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