faces.render.prt.transfersimulation
ObjectToSurfaceSpaceTransfer
Companion object ObjectToSurfaceSpaceTransfer
case class ObjectToSurfaceSpaceTransfer extends Transfer with Product with Serializable
Transfer data that is combined with a transformation form object to local surface space.
This class is a specialization of the standard Transfer class and holds transfer matrices that transform light from object space to local surface space applying effects like occlusion, reflection and other light transport phenomena.
Mapping light information into surface space can be advantageous in terms of rendering performance in some situations.
ObjectToSurfaceSpaceTransfer is used in combination with the faces.render.prt.render.shaders.UniversalSurfaceSpaceShader.
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def
apply(light: DenseVector[Double]): SurfacePointProperty[DenseVector[Double]]
Maps the SH-expansion of the scene's illumination to an individual, local light distribution for each vertex.
Maps the SH-expansion of the scene's illumination to an individual, local light distribution for each vertex.
Equivalent to transferLight.
- light
The SH-representation of the unaffected illumination.
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def
apply(triangleId: TriangleId, bcc: BarycentricCoordinates): DenseMatrix[Double]
Returns the transfer matrix for a point on the mesh's surface.
Returns the transfer matrix for a point on the mesh's surface.
- triangleId
The id of the triangle that contains the point of interest.
- bcc
The barycentric coordinates of the point of interest w.r.t. triangleId.
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The interpolated transfer matrix for the specified surface point.
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val
surfacePointProperty: SurfacePointProperty[DenseMatrix[Double]]
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- val transfer: SurfacePointProperty[DenseMatrix[Double]]
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def
transferLight(light: DenseVector[Double]): SurfacePointProperty[DenseVector[Double]]
Maps the SH-expansion of the scene's illumination to an individual, local light distribution for each vertex.
Maps the SH-expansion of the scene's illumination to an individual, local light distribution for each vertex.
The light is assumed to be constant for each point in space (disregarding the influence of the rendered geometry), i.e. the light sources are assumed to be infinitely far away.
In order to use point light sources that are in close proximity to the rendered geometry, please use the TransferSingleBounce class instead.
- light
The SH-representation of the unaffected scene illumination in object space.
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