Element List

Here are the scenefile elements with brief descriptions:
absorbentIdeal, cool, black-body absorbent BSDF (absorbs all incoming light)
aggregateLinear combination of different BSDF implementations, where the coefficients are determined either a priori (inherent property described in scenefile) or via a texture map lookup
ballSpherical metaobject which radiates influence uniformly in all directions outwards from its centerpoint
bidirectionalPathTracerUnbiased bidirectional path tracer with support for efficient direct illumination
blobBlobby shape comopsed of a set of metaobject elements
box2D symmetric box filter (unweighted area filtering)
bsdfConstant reflectivity model for a material, whose model-specific inputs are allowed to vary across the surface of the material
cameraVirtual camera to be used to render the scene specified in this scenefile
clampedSpectrumN-length Vector of real scalars values corresponding to unitless coefficients sampled at n distinct frequencies
coneCreates 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
cubeCreates a unit cube, centered at the origin (ranging from [ -0.5, -0.5, -0.5 ] to [ 0.5, 0.5, 0.5 ])
cylinderCreates 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
dielectricWavelength-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
diffuseIdeal diffuse BSDF (aka lambertian), with variable albedo
dynamicExternal plugin loaded dynamically at run-time
emitterConstant emittance model / distribution for a material, whose model-specific inputs are allowed to vary across the surface of the material
environmentAn 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
filter2D discrete, symmetric filter which can be compactly / efficiently stored / applied using a 2D kernel (array)
gaussian2D discrete, symmetric gaussian filter, centered at the origin
generatorGenerates point samples over the 2D unit interval [0,1]^2
homogenousConstant medium throughout volume
jitteredJittered point sample generation over the 2D unit interval, where M*N samples are generated randomly within M*N uniformly-spaced subdomains
lanzcosSinc2D 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
materialAbstract representation of a surface Material, defined without respect to the underlying surface
mediumMedium describing the properties of a volume
meshLoads a mesh from an external file
metaobjectBlobby 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
mitchell2D symmetric Mitchell filter which is parameterized to tradeoff between 'ringing' and 'blurring' that other filters tend towards in difficult reconstruction cases
naiveRecords 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
nullNull emitter which doesn't emit any light
omniPoint emitter / light which emits light uniformly in every direction (omnidirectional)
orientedArea emitter / light which emits light uniformly across a 2D domain, restricted to the local positive hemisphere (oriented along hemisphere about local surface normal)
outputRecords point samples as output from a renderer which may be used to conelement an output image on a local or distributed machine
pathTracerUnbiased path tracer with support for efficient direct illumination
phongPhysically-correct modified Phong model for glossy/specular surfaces
photonMapperImplementation of Henrik Wann Jensen's photon mapping algorithm
pinholeBasic pinhole camera using perspective projection (aka Camera Obscura)
planeCreates a finite plane (quad) shape
pointCreates a point shape at the origin
previewOpenGL scene preview renderer which can also be specified via the commandline flag --preview
rayCasterSimple, non-recursive raycaster
rayTracerClassic Whitted-style recursive raytracer
reconstructionRecords point samples from a renderer and attempts to reconelement the underlying image by filtering samples with a reconstruction filter
rendererSpecifies a renderer to use for rendering or previewing a scene
sceneContains all shape and material data representing the virtual scene
shapeDeclares a shape node
shapeSetGroups a set of related shapes together within a common spatial acceleration data structure
spectrumN-length Vector of radiance values sampled at n distinct frequencies
specularPerfect specular (mirror) reflector
sphereCreates a sphere
stochasticStochastic point sample generation over the 2D unit interval, where samples are generated completely randomly over the domain
superBrute force super sampling over the 2D unit interval, where sub-bin (sub-pixel) sampling is done via an auxillary generator
thinlensThin lens camera approximation supporting common camera inputs and allowing for depth of field
transformDeclares a transformation block which affects all subnodes
transmissivePerfect transmissive (transparent) material
triangle2D symmetric triangle filter (aka linear / tent filter)
uniformUniform point sample generation over the 2D unit interval, where samples are generated uniformly in a grid over the domain

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