Module core

Source
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All the code for the PBRT core.

Modules§

api
The parser reads a scene description more or less line by line and stores the read information by calling API functions starting with pbrt_.
bssrdf
The bidirectional scattering surface reflectance distribution function (BSSRDF) gives exitant radiance at a point on a surface given incident differential irradiance at another point.
camera
The abstract Camera base class holds generic camera options and defines the interface that all camera implementations must provide.
efloat
In addition to working out the error bounds algebraically, we can also have the computer do this work for us as some computation is being performed. This approach is known as running error analysis.
film
The type of film or sensor in a camera has a dramatic effect on the way that incident light is transformed into colors in an image. In pbrt, the Film class models the sensing device in the simulated camera. After the radiance is found for each camera ray, the Film implementation determines the sample’s contribution to the pixel around the point on the film plane where the camera ray began and updates its representation of the image. When the main rendering loop exits, the Film writes the final image to file.
filter
All filter implementations are derived from an abstract Filter class, which provides the interface for the functions used in filtering.
floatfile
Read text files that store a series of floating-point values.
geometry
Almost all nontrivial graphics programs are built on a foundation of geometric classes. These classes represent mathematical constructs like points, vectors, and rays.
integrator
Rendering an image of the scene is handled by an instance of a class that implements the Integrator interface.
interaction
The geometry of a particular point on a surface is represented by a SurfaceInteraction. Having this abstraction lets most of the system work with points on surfaces without needing to consider the particular type of geometric shape the points lie on; the SurfaceInteraction abstraction supplies enough information about the surface point to allow the shading and geometric operations in the rest of pbrt to be implemented generically.
interpolation
Spline-based interpolation to reconstruct BSDF values (instead of using large lookup tables).
light
In order for objects in a scene to be visible, there must be a source of illumination so that some light is reflected from them to the camera sensor.
lightdistrib
Various probability distributions for sampling light sources.
lowdiscrepancy
Algorithms that deal with low-discrepancy point sets.
material
The abstract Material class defines the interface that material implementations must provide.
medium
A key operation that Medium implementations must perform is to compute the beam transmittance along a given ray.
memory
Structs and utility routines related to memory management.
microfacet
Reflection models based on microfacets that exhibit perfect specular reflection and transmission have been effective at modeling light scattering from a variety of glossy materials, including metals, plastic, and frosted glass.
mipmap
To limit the potential number of texels that need to be accessed, filtering methods use an image pyramid of increasingly lower resolution prefiltered versions of the original image to accelerate their operation.
parallel
Using atomic operations on floating-point values. One example is splatting pixel contributions.
paramset
Bundle up parameters and their values in a generic way.
pbrt
Type definitions of Float and Spectrum, otherwise constants and functions which can be used almost everywhere else in the code.
primitive
The abstract Primitive base class is the bridge between the geometry processing and shading subsystems of pbrt.
quaternion
Quaternions were originally invented by Sir William Rowan Hamilton in 1843 as a generalization of complex numbers. He determined that just as in two dimensions, where complex numbers could be defined as a sum of a real and an imaginary part, a generalization could be made to four dimensions, giving quaternions.
reflection
When light is incident on the surface, the surface scatters the light, reflecting some of it back into the environment. There are two main effects that need to be described to model this reflection: the spectral distribution of the reflected light and its directional distribution.
rng
Random Number Generator
sampler
The Sampler base class not only defines the interface to samplers but also provides some common functionality for use by Sampler implementations.
sampling
Draw random samples from a chosen probability distribution.
scene
As the scene file is parsed, objects are created that represent the lights and geometric primitives in the scene. These are all stored in the Scene object.
shape
Careful abstraction of geometric shapes in a ray tracer is a key component of a clean system design, and shapes are the ideal candidate for an object-oriented approach. All geometric primitives implement a common interface, and the rest of the renderer can use this interface without needing any details about the underlying shape. This makes it possible to separate the geometric and the shading subsystem of pbrt.
sobolmatrices
Matrices used by the SobolSampler.
spectrum
The Spectrum type hides the details of the particular spectral representation used, so that changing this detail of the system only requires changing the Spectrum implementation.
texture
Texture is a template class parameterized by return type of its evaluation function. This design makes it possible to reuse almost all of the code among textures that return different types. PBRT currently uses only Float and Spectrum textures.
transform
In general, transformations make it possible to work in the most convenient coordinate space.