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java.lang.Objectorg.sunflow.core.gi.FakeGIEngine
public class FakeGIEngine
This is a quick way to get a bit of ambient lighting into your scene with hardly any overhead. It's based on the formula found here:
| Constructor Summary | |
|---|---|
FakeGIEngine()
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| 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. |
| Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
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public FakeGIEngine()
| Method Detail |
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public Color getIrradiance(ShadingState state,
Color diffuseReflectance)
GIEngine
getIrradiance in interface GIEnginestate - current render state describing the point to be computeddiffuseReflectance - diffuse albedo of the point being shaded, this
can be used for importance tracking
public Color getGlobalRadiance(ShadingState state)
GIEngineColor.BLACK if they can't or don't wish to support this.
getGlobalRadiance in interface GIEnginestate - shading state
public boolean init(Options options,
Scene scene)
GIEngine
init in interface GIEnginetrue if the init phase succeeded,
false otherwise
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