documentation updates
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@ -142,7 +142,7 @@ repository, put the two \code{deb}-files built in the last section,
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as well as the \code{collada-dom} \code{deb}-files into a public directory
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made available by a HTTP server and inside it, run
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\begin{shell}
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$path-to-htdocs\text{\$}$ dpkg-scanpackages path/to/deb-directory /dev/null | gzip -9c > path/to/deb-directory/Packages.gz
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path-to-htdocs$\text{\$}$ dpkg-scanpackages path/to/deb-directory /dev/null | gzip -9c > path/to/deb-directory/Packages.gz
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\end{shell}
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This will create a respository index file named \code{Packages.gz}.
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Note that you must execute this command in the root directory of the
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@ -87,4 +87,4 @@ f.write('\input{section_films}\n')
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walk('../src/films', traverse, f)
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f.close()
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os.system('bibtex main.aux')
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os.system('pdflatex main.tex')
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os.system('pdflatex main.tex | grep -i warning')
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@ -24,7 +24,7 @@ foundation for research in this domain.
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Other design considerations are are:
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\parheader{Performance:}
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One important goal of Mitsuba is to provide optimized implementations of the most commonly
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Mitsuba provides optimized implementations of the most commonly
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used rendering algorithms. By virtue of running on a shared foundation, comparisons between them can
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better highlight the merits and limitations of different approaches. This is in contrast to, say,
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comparing two completely different rendering products, where technical information on the underlying
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@ -70,4 +70,9 @@ settings. Experimental integration into Blender 2.5 is also available.
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Mitsuba is free software and can be redistributed and modified under the terms of the GNU General
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Public License (Version 3) as provided by the Free Software Foundation.
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\remarks{
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\item Being a ``viral'' license, the GPL is automatically enforced on
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derivative work. Amongst other things, this means that without express
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permission, Mitsuba's source code is \emph{absolutely off-limits} to companies that
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develop rendering software not distributed under a compatible license.
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}
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@ -185,10 +185,10 @@
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year={1941}
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}
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@inproceedings{Kajiya1989Rendering,
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@article{Kajiya1989Rendering,
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title={Rendering fur with three dimensional textures},
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author={Kajiya, J.T. and Kay, T.L.},
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booktitle={ACM Siggraph Computer Graphics},
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journal={ACM Transactions on Graphics},
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volume={23},
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number={3},
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pages={271--280},
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@ -125,7 +125,6 @@ MTS_NAMESPACE_BEGIN
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* \medrendering{Textured rough plastic model and \code{nonlinear=false}}{bsdf_roughplastic_preserve}
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* \medrendering{Textured rough plastic model and \code{nonlinear=true}}{bsdf_roughplastic_nopreserve}
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* \caption{
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* \label{fig:plastic-nonlinear}
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* When asked to do so, this model can account for subtle nonlinear color shifts due
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* to internal scattering processes. The above images show a textured
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* object first rendered using \pluginref{diffuse}, then
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@ -47,7 +47,7 @@ MTS_NAMESPACE_BEGIN
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* \parameter{toWorld}{\Transform}{
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* Specifies an optional linear object-to-world transformation.
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* Note that non-uniform scales are not permitted!
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* \default{none (i.e. object space $=$ world space)}
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* \default{none, i.e. object space $=$ world space}
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* }
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* }
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* \renderings{
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@ -34,7 +34,15 @@ MTS_NAMESPACE_BEGIN
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* so that they can efficiently be referenced many times using the
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* \pluginref{instance} plugin. This is useful for rendering things like
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* forests, where only a few distinct types of trees have to be kept
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* in memory.
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* in memory.
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*
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* \remarks{
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* \item Note that it is currently not possible to assign a different
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* material to each instance --- the material assignment specified within
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* the shape group is the one that matters.
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* \item Shape groups can currently not be used to replicate shapes with
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* attached emitters, sensors, or subsurface integrators.
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* }
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*
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* \begin{xml}[caption={An example of geometry instancing}, label=lst:instancing]
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* <!-- Declare a named shape group containing two objects -->
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@ -43,7 +51,6 @@ MTS_NAMESPACE_BEGIN
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* <string name="filename" value="data.ply"/>
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* <bsdf type="roughconductor"/>
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* </shape>
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*
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* <shape type="sphere">
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* <transform name="toWorld">
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* <scale value="5"/>
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@ -53,17 +60,14 @@ MTS_NAMESPACE_BEGIN
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* </shape>
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* </shape>
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*
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* <!-- Instantiate the shape group without
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* any kind of transformation -->
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* <!-- Instantiate the shape group without any kind of transformation -->
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* <shape type="instance">
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* <ref id="myShapeGroup"/>
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* </shape>
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*
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* <!-- Instantiate another version of the shape
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* group, but rotated, scaled, and translated -->
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* <!-- Create instance of the shape group, but rotated, scaled, and translated -->
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* <shape type="instance">
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* <ref id="myShapeGroup"/>
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*
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* <transform name="toWorld">
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* <rotate x="1" angle="45"/>
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* <scale value="1.5"/>
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@ -36,7 +36,11 @@ MTS_NAMESPACE_BEGIN
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* Numerical offset that should be applied to UV values before a lookup
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* }
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* }
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* This plugin implements a simple procedural checkerboard texture.
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* \renderings{
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* \rendering{Checkerboard applied to the material test object}{tex_checkerboard}
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* }
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* This plugin implements a simple procedural checkerboard texture with
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* customizable colors.
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*/
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class Checkerboard : public Texture2D {
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public:
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@ -43,7 +43,11 @@ MTS_NAMESPACE_BEGIN
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* Numerical offset that should be applied to UV values before a lookup
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* }
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* }
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* This plugin implements a simple procedural grid texture.
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* \renderings{
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* \rendering{Grid texture applied to the material test object}{tex_gridtexture}
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* }
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* This plugin implements a simple procedural grid texture with customizable
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* colors and line width.
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*/
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class GridTexture : public Texture2D {
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public:
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@ -22,11 +22,32 @@
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MTS_NAMESPACE_BEGIN
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/**
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* \brief Scaling passthrough texture
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/*!\plugin{scale}{Scaling passthrough texture}
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* \parameters{
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* \parameter{value}{\Spectrum\Or\Texture}{
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* Specifies the spectrum or nested texture that should be scaled
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* }
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* \parameter{value}{\Float}{
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* Specifies the scale value
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* }
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* }
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*
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* Includes a \ref Shader implementation for hardware rendering
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* This simple plugin wraps a nested texture plugin and multiplies its
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* contents by a user-specified value. This can be quite useful when a
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* texture is too dark or too bright. The plugin can also be used to adjust
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* the height of a bump map when using the \pluginref{bump} plugin.
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* \begin{xml}[caption=Scaling the contents of a bitmap texture]
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* <texture type="scale">
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* <float name="scale" value="0.5"/>
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*
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* <texture type="bitmap">
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* <string name="filename" value="wood.jpg"/>
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* </texture>
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* </texture>
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* \end{xml}
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*/
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class ScalingTexture : public Texture {
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public:
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ScalingTexture(const Properties &props) : Texture(props) {
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@ -44,6 +44,9 @@ MTS_NAMESPACE_BEGIN
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* \default{0.5}
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* }
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* }
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* \renderings{
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* \rendering{Wireframe texture applied to the material test object}{tex_wireframe}
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* }
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*
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* This plugin implements a simple two-color wireframe texture map
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* that reveals the structure of a triangular mesh.
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