documentation updates

metadata
Wenzel Jakob 2012-01-19 19:50:45 -05:00
parent baa06cdad0
commit d18ea5bce0
14 changed files with 60 additions and 20 deletions

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@ -142,7 +142,7 @@ repository, put the two \code{deb}-files built in the last section,
as well as the \code{collada-dom} \code{deb}-files into a public directory as well as the \code{collada-dom} \code{deb}-files into a public directory
made available by a HTTP server and inside it, run made available by a HTTP server and inside it, run
\begin{shell} \begin{shell}
$path-to-htdocs\text{\$}$ dpkg-scanpackages path/to/deb-directory /dev/null | gzip -9c > path/to/deb-directory/Packages.gz path-to-htdocs$\text{\$}$ dpkg-scanpackages path/to/deb-directory /dev/null | gzip -9c > path/to/deb-directory/Packages.gz
\end{shell} \end{shell}
This will create a respository index file named \code{Packages.gz}. This will create a respository index file named \code{Packages.gz}.
Note that you must execute this command in the root directory of the 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')
walk('../src/films', traverse, f) walk('../src/films', traverse, f)
f.close() f.close()
os.system('bibtex main.aux') os.system('bibtex main.aux')
os.system('pdflatex main.tex') os.system('pdflatex main.tex | grep -i warning')

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@ -24,7 +24,7 @@ foundation for research in this domain.
Other design considerations are are: Other design considerations are are:
\parheader{Performance:} \parheader{Performance:}
One important goal of Mitsuba is to provide optimized implementations of the most commonly Mitsuba provides optimized implementations of the most commonly
used rendering algorithms. By virtue of running on a shared foundation, comparisons between them can used rendering algorithms. By virtue of running on a shared foundation, comparisons between them can
better highlight the merits and limitations of different approaches. This is in contrast to, say, better highlight the merits and limitations of different approaches. This is in contrast to, say,
comparing two completely different rendering products, where technical information on the underlying comparing two completely different rendering products, where technical information on the underlying
@ -70,4 +70,9 @@ settings. Experimental integration into Blender 2.5 is also available.
Mitsuba is free software and can be redistributed and modified under the terms of the GNU General Mitsuba is free software and can be redistributed and modified under the terms of the GNU General
Public License (Version 3) as provided by the Free Software Foundation. Public License (Version 3) as provided by the Free Software Foundation.
\remarks{
\item Being a ``viral'' license, the GPL is automatically enforced on
derivative work. Amongst other things, this means that without express
permission, Mitsuba's source code is \emph{absolutely off-limits} to companies that
develop rendering software not distributed under a compatible license.
}

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@ -185,10 +185,10 @@
year={1941} year={1941}
} }
@inproceedings{Kajiya1989Rendering, @article{Kajiya1989Rendering,
title={Rendering fur with three dimensional textures}, title={Rendering fur with three dimensional textures},
author={Kajiya, J.T. and Kay, T.L.}, author={Kajiya, J.T. and Kay, T.L.},
booktitle={ACM Siggraph Computer Graphics}, journal={ACM Transactions on Graphics},
volume={23}, volume={23},
number={3}, number={3},
pages={271--280}, pages={271--280},

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@ -125,7 +125,6 @@ MTS_NAMESPACE_BEGIN
* \medrendering{Textured rough plastic model and \code{nonlinear=false}}{bsdf_roughplastic_preserve} * \medrendering{Textured rough plastic model and \code{nonlinear=false}}{bsdf_roughplastic_preserve}
* \medrendering{Textured rough plastic model and \code{nonlinear=true}}{bsdf_roughplastic_nopreserve} * \medrendering{Textured rough plastic model and \code{nonlinear=true}}{bsdf_roughplastic_nopreserve}
* \caption{ * \caption{
* \label{fig:plastic-nonlinear}
* When asked to do so, this model can account for subtle nonlinear color shifts due * When asked to do so, this model can account for subtle nonlinear color shifts due
* to internal scattering processes. The above images show a textured * to internal scattering processes. The above images show a textured
* object first rendered using \pluginref{diffuse}, then * object first rendered using \pluginref{diffuse}, then

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@ -47,7 +47,7 @@ MTS_NAMESPACE_BEGIN
* \parameter{toWorld}{\Transform}{ * \parameter{toWorld}{\Transform}{
* Specifies an optional linear object-to-world transformation. * Specifies an optional linear object-to-world transformation.
* Note that non-uniform scales are not permitted! * Note that non-uniform scales are not permitted!
* \default{none (i.e. object space $=$ world space)} * \default{none, i.e. object space $=$ world space}
* } * }
* } * }
* \renderings{ * \renderings{

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@ -34,7 +34,15 @@ MTS_NAMESPACE_BEGIN
* so that they can efficiently be referenced many times using the * so that they can efficiently be referenced many times using the
* \pluginref{instance} plugin. This is useful for rendering things like * \pluginref{instance} plugin. This is useful for rendering things like
* forests, where only a few distinct types of trees have to be kept * forests, where only a few distinct types of trees have to be kept
* in memory. * in memory.
*
* \remarks{
* \item Note that it is currently not possible to assign a different
* material to each instance --- the material assignment specified within
* the shape group is the one that matters.
* \item Shape groups can currently not be used to replicate shapes with
* attached emitters, sensors, or subsurface integrators.
* }
* *
* \begin{xml}[caption={An example of geometry instancing}, label=lst:instancing] * \begin{xml}[caption={An example of geometry instancing}, label=lst:instancing]
* <!-- Declare a named shape group containing two objects --> * <!-- Declare a named shape group containing two objects -->
@ -43,7 +51,6 @@ MTS_NAMESPACE_BEGIN
* <string name="filename" value="data.ply"/> * <string name="filename" value="data.ply"/>
* <bsdf type="roughconductor"/> * <bsdf type="roughconductor"/>
* </shape> * </shape>
*
* <shape type="sphere"> * <shape type="sphere">
* <transform name="toWorld"> * <transform name="toWorld">
* <scale value="5"/> * <scale value="5"/>
@ -53,17 +60,14 @@ MTS_NAMESPACE_BEGIN
* </shape> * </shape>
* </shape> * </shape>
* *
* <!-- Instantiate the shape group without * <!-- Instantiate the shape group without any kind of transformation -->
* any kind of transformation -->
* <shape type="instance"> * <shape type="instance">
* <ref id="myShapeGroup"/> * <ref id="myShapeGroup"/>
* </shape> * </shape>
* *
* <!-- Instantiate another version of the shape * <!-- Create instance of the shape group, but rotated, scaled, and translated -->
* group, but rotated, scaled, and translated -->
* <shape type="instance"> * <shape type="instance">
* <ref id="myShapeGroup"/> * <ref id="myShapeGroup"/>
*
* <transform name="toWorld"> * <transform name="toWorld">
* <rotate x="1" angle="45"/> * <rotate x="1" angle="45"/>
* <scale value="1.5"/> * <scale value="1.5"/>

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@ -36,7 +36,11 @@ MTS_NAMESPACE_BEGIN
* Numerical offset that should be applied to UV values before a lookup * Numerical offset that should be applied to UV values before a lookup
* } * }
* } * }
* This plugin implements a simple procedural checkerboard texture. * \renderings{
* \rendering{Checkerboard applied to the material test object}{tex_checkerboard}
* }
* This plugin implements a simple procedural checkerboard texture with
* customizable colors.
*/ */
class Checkerboard : public Texture2D { class Checkerboard : public Texture2D {
public: public:

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@ -43,7 +43,11 @@ MTS_NAMESPACE_BEGIN
* Numerical offset that should be applied to UV values before a lookup * Numerical offset that should be applied to UV values before a lookup
* } * }
* } * }
* This plugin implements a simple procedural grid texture. * \renderings{
* \rendering{Grid texture applied to the material test object}{tex_gridtexture}
* }
* This plugin implements a simple procedural grid texture with customizable
* colors and line width.
*/ */
class GridTexture : public Texture2D { class GridTexture : public Texture2D {
public: public:

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@ -22,11 +22,32 @@
MTS_NAMESPACE_BEGIN MTS_NAMESPACE_BEGIN
/** /*!\plugin{scale}{Scaling passthrough texture}
* \brief Scaling passthrough texture * \parameters{
* \parameter{value}{\Spectrum\Or\Texture}{
* Specifies the spectrum or nested texture that should be scaled
* }
* \parameter{value}{\Float}{
* Specifies the scale value
* }
* }
* *
* Includes a \ref Shader implementation for hardware rendering * This simple plugin wraps a nested texture plugin and multiplies its
* contents by a user-specified value. This can be quite useful when a
* texture is too dark or too bright. The plugin can also be used to adjust
* the height of a bump map when using the \pluginref{bump} plugin.
* \begin{xml}[caption=Scaling the contents of a bitmap texture]
* <texture type="scale">
* <float name="scale" value="0.5"/>
*
* <texture type="bitmap">
* <string name="filename" value="wood.jpg"/>
* </texture>
* </texture>
* \end{xml}
*/ */
class ScalingTexture : public Texture { class ScalingTexture : public Texture {
public: public:
ScalingTexture(const Properties &props) : Texture(props) { ScalingTexture(const Properties &props) : Texture(props) {

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@ -44,6 +44,9 @@ MTS_NAMESPACE_BEGIN
* \default{0.5} * \default{0.5}
* } * }
* } * }
* \renderings{
* \rendering{Wireframe texture applied to the material test object}{tex_wireframe}
* }
* *
* This plugin implements a simple two-color wireframe texture map * This plugin implements a simple two-color wireframe texture map
* that reveals the structure of a triangular mesh. * that reveals the structure of a triangular mesh.