icon and documentation update
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@ -114,10 +114,10 @@ MTS_NAMESPACE_BEGIN
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* default, it uses 100K samples (controlled by the \code{luminanceSamples}
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* default, it uses 100K samples (controlled by the \code{luminanceSamples}
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* parameter), which should be adequate for most applications.
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* parameter), which should be adequate for most applications.
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*
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*
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* The second caveat is that the amount of computational expenditure
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* The second caveat is that the amount of computational expense
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* associated with a pixel in the output image is roughly proportional to
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* associated with a pixel in the output image is roughly proportional to
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* its intensity. This means that when a bright object (e.g. the sun) is
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* its intensity. This means that when a bright object (e.g. the sun) is
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* visible in a rendering time, most resources are committed to rendering the
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* visible in a rendering, most resources are committed to rendering the
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* sun disk at the cost of increased variance everywhere else. Since this is
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* sun disk at the cost of increased variance everywhere else. Since this is
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* usually not desired, the \code{twoStage} parameter can be used to
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* usually not desired, the \code{twoStage} parameter can be used to
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* enable \emph{Two-stage MLT} in this case.
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* enable \emph{Two-stage MLT} in this case.
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@ -128,6 +128,17 @@ MTS_NAMESPACE_BEGIN
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* using the previously collected information to ensure that
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* using the previously collected information to ensure that
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* the amount of time spent rendering each pixel is uniform.
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* the amount of time spent rendering each pixel is uniform.
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*
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*
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* The third caveat is that, while PSMLT can work with scenes that are extremely
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* difficult for other methods to handle, it is not particularly efficient
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* when rendering simple things such as direct illumination (which is more easily
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* handled by a brute-force type algorithm). By default, the
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* implementation in Mitsuba therefore delegates this to such a method
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* (with the desired quality being controlled by the \code{directSamples} parameter).
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* In very rare cases when direct illumination paths are very difficult to find,
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* it is preferable to disable this separation so that PSSMLT is responsible
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* for everything. This can be accomplished by setting
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* \code{directSamples=-1}.
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*
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* \remarks{
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* \remarks{
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* \item This integrator does not work with dipole-style subsurface scattering models.
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* \item This integrator does not work with dipole-style subsurface scattering models.
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* }
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* }
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@ -136,6 +147,9 @@ MTS_NAMESPACE_BEGIN
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class PSSMLT : public Integrator {
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class PSSMLT : public Integrator {
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public:
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public:
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PSSMLT(const Properties &props) : Integrator(props) {
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PSSMLT(const Properties &props) : Integrator(props) {
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/* Note: a bunch of the parameters below are not publicly exposed,
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because there is really little sense for most users to ever change them. */
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/* Longest visualized path length (<tt>-1</tt>=infinite).
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/* Longest visualized path length (<tt>-1</tt>=infinite).
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A value of <tt>1</tt> will visualize only directly visible light
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A value of <tt>1</tt> will visualize only directly visible light
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sources. <tt>2</tt> will lead to single-bounce (direct-only)
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sources. <tt>2</tt> will lead to single-bounce (direct-only)
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@ -106,7 +106,7 @@
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<x>0</x>
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<x>0</x>
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<y>0</y>
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<y>0</y>
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<width>605</width>
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<width>605</width>
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<height>25</height>
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<height>26</height>
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</rect>
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</rect>
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</property>
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</property>
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<widget class="QMenu" name="menuFile">
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<widget class="QMenu" name="menuFile">
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@ -165,6 +165,10 @@
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<property name="title">
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<property name="title">
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<string>Set Camera</string>
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<string>Set Camera</string>
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</property>
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</property>
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<property name="icon">
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<iconset resource="resources.qrc">
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<normaloff>:/resources/camera.png</normaloff>:/resources/camera.png</iconset>
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</property>
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</widget>
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</widget>
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<widget class="QMenu" name="menuDeveloper">
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<widget class="QMenu" name="menuDeveloper">
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<property name="title">
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<property name="title">
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@ -11,6 +11,7 @@
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<file>resources/help16.png</file>
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<file>resources/help16.png</file>
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<file>resources/settings.png</file>
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<file>resources/settings.png</file>
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<file>resources/open16.png</file>
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<file>resources/open16.png</file>
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<file>resources/camera.png</file>
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<file>resources/appicon.png</file>
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<file>resources/appicon.png</file>
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<file>resources/about16.png</file>
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<file>resources/about16.png</file>
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<file>resources/refresh.png</file>
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<file>resources/refresh.png</file>
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