rayTracer Element Reference
Classic Whitted-style recursive raytracer. More...

Attributes | |
| unsigned int | noRenderThreads |
| Number of core rendering threads to use during rendering. | |
| unsigned int | noDirectSamples |
| Number of direct "shadow rays" to sample from area light sources during evaluation of direct illumination. | |
| generator | directSampleGenerator |
| generator | generator |
| generator to use to generate samples over the film plane | |
| spectrum | ambient |
| Ambient illumination spectrum to be used as an approximation to indirect illumination which is not handled by rayCaster. | |
| unsigned int | noIndirectSamples |
| Number of secondary samples to generate at an intersection point to approximate indirect illumination. | |
| unsigned int | maxDepth |
| Maximum recursion depth. | |
Detailed Description
Classic Whitted-style recursive raytracer.
- Note:
- For a concise introduction to raytracing, see http://www.raytracing.co.uk/study/ray_intro.htm
rayTracer corresponds to the underlying Milton class 'WhittedRayTracer.'
Attribute Documentation
| unsigned int rayTracer::noRenderThreads |
Number of core rendering threads to use during rendering.
Rendering in Milton is highly concurrent and is designed from the ground up to scale well with an increasing number of processors on the underlying machine. Choosing too few threads will drastically affect the performance of Milton by not taking advantage of all available resources. On the other hand, choosing too many threads may bottleneck the system and cause cache / memory thrashing from frequent time sharing between the threads across an insufficient number of available processors. A good rule of thumb is to choose noRenderThreads to be about 2 times the number of available processors. i.e., if you're on a quad-core machine, setting noRenderThreads to 8 or 10 will yield optional usage of the 4 available processors.
| type | unsigned integer |
| optional | true |
| default | 8 |
| unsigned int rayTracer::noDirectSamples |
Number of direct "shadow rays" to sample from area light sources during evaluation of direct illumination.
| type | unsigned integer |
| optional | true |
| default | 1 |
| type | generator |
| optional | true |
| default | jittered |
| unsigned int rayTracer::noIndirectSamples |
Number of secondary samples to generate at an intersection point to approximate indirect illumination.
- Note:
- The number of rays generated during Whitted-style raytracing grows exponentially with depth, so it's generallly a good idea to keep noIndirectSamples very small (1 or 2).
| type | unsigned integer |
| optional | true |
| default | 1 |
| unsigned int rayTracer::maxDepth |
Maximum recursion depth.
- Note:
- Whitted-style raytracing is biased as an estimator of the rendering equation precisely because it is a finite estimator of an infinite series.
| type | unsigned integer |
| optional | true |
| default | 5 |
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