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Comparing ray/doc/man/man1/genBSDF.1 (file contents):
Revision 1.2 by greg, Sat Sep 4 15:19:28 2010 UTC vs.
Revision 1.3 by greg, Mon Feb 21 22:48:50 2011 UTC

# Line 9 | Line 9 | genBSDF - generate BSDF description from Radiance or M
9   ][
10   .B "\-n Nproc"
11   ][
12 + .B "{+|-}forward"
13 + ][
14 + .B "{+|-}backward"
15 + ][
16   .B "{+|-}mgf"
17   ][
18   .B "{+|-}geom
# Line 20 | Line 24 | genBSDF - generate BSDF description from Radiance or M
24   ]
25   .SH DESCRIPTION
26   .I GenBSDF
27 < computes a bidirectional transmittance distribution function from
27 > computes a bidirectional scattering distribution function from
28   a Radiance or MGF scene description given on the input.
29   The program assumes the input is in Radiance format unless the
30   .I \+mgf
# Line 29 | Line 33 | The output conforms to the LBNL Window 6 XML standard
33   and will include an MGF representation of the input geometry if the
34   .I \+geom
35   option is given.
36 < (This is currently the default, and may be switche off using
36 > (This is the default, and may be switched off using
37   .I \-geom.)\0
38 + .PP
39 + Normally,
40 + .I genBSDF
41 + computes components needed by a backwards ray-tracing process,
42 + .I \+backward.
43 + If both forward and backward (front and back) distributions are needed, the
44 + .I \+forward
45 + option may be given.
46 + To turn off backward components, use the
47 + .I \-backward
48 + option.
49 + Computing both components takes about twice as long as one component.
50   .PP
51   The geometry must fit a rectangular profile, whose width is along the X-axis,
52   height is in the Y-axis, and depth is in the Z-axis.

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