Element List
Here are the scenefile elements with brief descriptions:| absorbent | Ideal, cool, black-body absorbent BSDF (absorbs all incoming light) |
| aggregate | 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 |
| ball | Spherical metaobject which radiates influence uniformly in all directions outwards from its centerpoint |
| bidirectionalPathTracer | Unbiased bidirectional path tracer with support for efficient direct illumination |
| blob | Blobby shape comopsed of a set of metaobject elements |
| box | 2D symmetric box filter (unweighted area filtering) |
| bsdf | Constant reflectivity model for a material, whose model-specific inputs are allowed to vary across the surface of the material |
| camera | Virtual camera to be used to render the scene specified in this scenefile |
| clampedSpectrum | N-length Vector of real scalars values corresponding to unitless coefficients sampled at n distinct frequencies |
| cone | Creates a unit cone, centered at the origin (ranging from [ -0.5, -0.5, -0.5 ] to [ 0.5, 0.5, 0.5 ]), with its tip at [ 0, 0.5, 0 ], and its base in the y=-.5 plane |
| cube | Creates a unit cube, centered at the origin (ranging from [ -0.5, -0.5, -0.5 ] to [ 0.5, 0.5, 0.5 ]) |
| cylinder | Creates a unit cylinder, centered at the origin (ranging from [ -0.5, -0.5, -0.5 ] to [ 0.5, 0.5, 0.5 ]), with the caps in the y=.5 and y=-.5 planes |
| dielectric | Wavelength-dependent, thin dielectric BSDF. 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 |
| diffuse | Ideal diffuse BSDF (aka lambertian), with variable albedo |
| dynamic | External plugin loaded dynamically at run-time |
| emitter | Constant emittance model / distribution for a material, whose model-specific inputs are allowed to vary across the surface of the material |
| environment | An environment map roughly models distant illumination surrounding a scene by conceptually surrounding the scene with a spherical emitter that emits light inwards according to a distribution defined by a 2D 'environment' texture map that is projected onto the surface of the sphere. Note the term HDR environment map is thrown around a lot; the only difference is that the underlying environment texture is stored in some type of high dynamic range format, such as OpenEXR or HDR |
| filter | 2D discrete, symmetric filter which can be compactly / efficiently stored / applied using a 2D kernel (array) |
| gaussian | 2D discrete, symmetric gaussian filter, centered at the origin |
| generator | Generates point samples over the 2D unit interval [0,1]^2 |
| homogenous | Constant medium throughout volume |
| jittered | Jittered point sample generation over the 2D unit interval, where M*N samples are generated randomly within M*N uniformly-spaced subdomains |
| lanzcosSinc | 2D symmetric Lanzcos filter whose aim is to approximate a truncated sinc (the ideal rerconstruction filter) while minimizing the amount of visible ringing resulting from the truncation |
| material | Abstract representation of a surface Material, defined without respect to the underlying surface |
| medium | Medium describing the properties of a volume |
| mesh | Loads a mesh from an external file |
| metaobject | Blobby shapes are composed of one or more metaobjects, which each exert a positive or negative 'charge' over a scalar field, whose isocontours (level sets) define blobby surfaces with different threshold values corresponding to the contour level |
| mitchell | 2D symmetric Mitchell filter which is parameterized to tradeoff between 'ringing' and 'blurring' that other filters tend towards in difficult reconstruction cases |
| naive | Records point samples from a renderer and naively reconstructs the underlying image by storing samples into the bin/pixel which they fall into, overwriting previous samples, and not using any reconstruction filter |
| null | Null emitter which doesn't emit any light |
| omni | Point emitter / light which emits light uniformly in every direction (omnidirectional) |
| oriented | Area emitter / light which emits light uniformly across a 2D domain, restricted to the local positive hemisphere (oriented along hemisphere about local surface normal) |
| output | Records point samples as output from a renderer which may be used to conelement an output image on a local or distributed machine |
| pathTracer | Unbiased path tracer with support for efficient direct illumination |
| phong | Physically-correct modified Phong model for glossy/specular surfaces |
| photonMapper | Implementation of Henrik Wann Jensen's photon mapping algorithm |
| pinhole | Basic pinhole camera using perspective projection (aka Camera Obscura) |
| plane | Creates a finite plane (quad) shape |
| point | Creates a point shape at the origin |
| preview | OpenGL scene preview renderer which can also be specified via the commandline flag --preview |
| rayCaster | Simple, non-recursive raycaster |
| rayTracer | Classic Whitted-style recursive raytracer |
| reconstruction | Records point samples from a renderer and attempts to reconelement the underlying image by filtering samples with a reconstruction filter |
| renderer | Specifies a renderer to use for rendering or previewing a scene |
| scene | Contains all shape and material data representing the virtual scene |
| shape | Declares a shape node |
| shapeSet | Groups a set of related shapes together within a common spatial acceleration data structure |
| spectrum | N-length Vector of radiance values sampled at n distinct frequencies |
| specular | Perfect specular (mirror) reflector |
| sphere | Creates a sphere |
| stochastic | Stochastic point sample generation over the 2D unit interval, where samples are generated completely randomly over the domain |
| super | Brute force super sampling over the 2D unit interval, where sub-bin (sub-pixel) sampling is done via an auxillary generator |
| thinlens | Thin lens camera approximation supporting common camera inputs and allowing for depth of field |
| transform | Declares a transformation block which affects all subnodes |
| transmissive | Perfect transmissive (transparent) material |
| triangle | 2D symmetric triangle filter (aka linear / tent filter) |
| uniform | Uniform point sample generation over the 2D unit interval, where samples are generated uniformly in a grid over the domain |
Generated on 28 Feb 2009 for MiltonScenefileFormat by
1.5.6