object PlotIlluminationDirectionInfluence
Compare physically based rendering considering self occlusion ("0 bounce") with local spherical harmonics illumination model with respect to different illuminations.
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def
directionFromSH(shl: SphericalHarmonicsLight): Vector[_3D]
Solves from ambient diffuse for direction.
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- val localRenderer: FixedMeshRenderer
- def main(args: Array[String]): Unit
- val mean: VertexColorMesh3D
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- val out: String
- val pairRenderer: SimplePairRenderer
- val pairRendererOpt: OptimizedPairRenderer
- val pbRenderer: ParametricPrtImageRender
- def renderPairForDirection(lightDirection: Vector[_3D], param: RenderParameter): PixelImage[(RGBA, RGBA)]
- implicit val rnd: Random
- val shOrder: Int
- val shSamples: SHProjectionSamples
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- def writePair(a: PixelImage[RGBA], b: PixelImage[RGBA], name: String): Unit