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public interface GIEngine
This represents a global illumination algorithm. It provides an interface to compute indirect diffuse bounces of light and make those results available to shaders.
| Method Summary | |
|---|---|
Color |
getGlobalRadiance(ShadingState state)
This is an optional method for engines that contain a secondary illumination engine which can return an approximation of the global radiance in the scene (like a photon map). |
Color |
getIrradiance(ShadingState state,
Color diffuseReflectance)
Return the incomming irradiance due to indirect diffuse illumination at the specified surface point. |
boolean |
init(Options options,
Scene scene)
Initialize the engine. |
| Method Detail |
|---|
Color getGlobalRadiance(ShadingState state)
Color.BLACK if they can't or don't wish to support this.
state - shading state
boolean init(Options options,
Scene scene)
true if the init phase succeeded,
false otherwise
Color getIrradiance(ShadingState state,
Color diffuseReflectance)
state - current render state describing the point to be computeddiffuseReflectance - diffuse albedo of the point being shaded, this
can be used for importance tracking
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