--- ray/doc/ray.html 2011/04/06 22:00:46 1.10
+++ ray/doc/ray.html 2011/07/15 20:59:36 1.17
@@ -1063,7 +1063,7 @@ unless the line integrals consider enclosed geometry.
Real arguments to this material may define additional
diffuse components that augment the BSDF data.
String arguments are used to define thickness for proxied
- surfaces and the "up" orientation for the material.
+ surfaces and the "up" orientation for the material.
mod BSDF id
@@ -1076,7 +1076,7 @@ unless the line integrals consider enclosed geometry.
- The first string argument is a "thickness" parameter that may be used
+ The first string argument is a "thickness" parameter that may be used
to hide detail geometry being proxied by an aggregate BSDF material.
If a view or shadow ray hits a BSDF proxy with non-zero thickness,
it will pass directly through as if the surface were not there.
@@ -1092,36 +1092,42 @@ unless the line integrals consider enclosed geometry.
a parallel BSDF surface may be
placed slightly less than the given thickness away from the front surface
to enclose the complex geometry on both sides.
+ The sign of the thickness is important, as it indicates
+ whether the proxied geometry is behind the BSDF
+ surface (when thickness is positive) or in front (when
+ thickness is negative).
- The second string argument is the name of the BSDF file, which is
- found in the usual auxiliary locations.
- The following three string parameters name variables for an "up" vector,
- which together with the surface normal, define the
- local coordinate system that orients the BSDF.
- These variables, along with the thickness, are defined in a function
- file given as the next string argument.
- An optional transform is used to scale the thickness and reorient the up vector.
+ The second string argument is the name of the BSDF file,
+ which is found in the usual auxiliary locations. The
+ following three string parameters name variables for an
+ "up" vector, which together with the surface
+ normal, define the local coordinate system that orients the
+ BSDF. These variables, along with the thickness, are defined
+ in a function file given as the next string argument. An
+ optional transform is used to scale the thickness and
+ reorient the up vector.
- If no real arguments are given, the BSDF is used by itself to determine
- reflection and transmission.
- If there are at least 3 real arguments, the first triplet is an
- additional diffuse reflectance for the front side.
- At least 6 real arguments adds diffuse reflectance to the rear side of the surface.
- If there are 9 real arguments, the final triplet will be taken as an additional
- diffuse transmittance.
- All diffuse components as well as the non-diffuse transmission are
- modified by patterns applied to this material.
- The non-diffuse reflection from either side are unaffected.
- Textures perturb the effective surface normal in the usual way.
+ If no real arguments are given, the BSDF is used by itself
+ to determine reflection and transmission. If there are at
+ least 3 real arguments, the first triplet is an additional
+ diffuse reflectance for the front side. At least 6 real
+ arguments adds diffuse reflectance to the rear side of the
+ surface. If there are 9 real arguments, the final triplet
+ will be taken as an additional diffuse transmittance. All
+ diffuse components as well as the non-diffuse transmission
+ are modified by patterns applied to this material. The
+ non-diffuse reflection from either side are unaffected.
+ Textures perturb the effective surface normal in the usual
+ way.
- The surface normal of this type is not altered to face the incoming ray,
- so the front and back BSDF reflections may differ.
- (Transmission is identical front-to-back by physical law.)\0
- If back visibility is turned off during rendering and there is no
- transmission or back-side reflection, only then the surface will be
- invisible from behind.
- Unlike other data-driven material types, the BSDF type is fully
- supported and all parts of the distribution are properly sampled.
+ The surface normal of this type is not altered to face the
+ incoming ray, so the front and back BSDF reflections may
+ differ. (Transmission is identical front-to-back by physical
+ law.) If back visibility is turned off during rendering and
+ there is no transmission or back-side reflection, only then
+ the surface will be invisible from behind. Unlike other
+ data-driven material types, the BSDF type is fully supported
+ and all parts of the distribution are properly sampled.
@@ -1851,7 +1857,7 @@ are met:
nor may "Radiance" appear in their name, without prior written
permission of Lawrence Berkeley National Laboratory.
-THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESSED OR IMPLIED
+THIS SOFTWARE IS PROVIDED ``AS IS" AND ANY EXPRESSED OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL Lawrence Berkeley National Laboratory OR
@@ -1890,25 +1896,32 @@ Ecole Polytechnique Federale de Lausanne (EPFL Unive
+ - Ward, G., R. Mistrick, E.S. Lee, A. McNeil, J. Jonsson,
+ "Simulating
+ the Daylight Performance of Complex Fenestration Systems
+ Using Bidirectional Scattering Distribution Functions within
+ Radiance,"
+ Journal of the Illuminating Engineering Soc. of North America,
+ April 2011.
- Cater, Kirsten, Alan Chalmers, Greg Ward,
"Detail to Attention:
Exploiting Visual Tasks for Selective Rendering,"
Eurographics Symposium
on Rendering 2003, June 2003.
- Ward, Greg, Elena Eydelberg-Vileshin,
- ``Picture Perfect RGB
- Rendering Using Spectral Prefiltering and Sharp Color Primaries,''
+ "Picture Perfect RGB
+ Rendering Using Spectral Prefiltering and Sharp Color Primaries,"
Thirteenth Eurographics Workshop on Rendering (2002),
P. Debevec and S. Gibson (Editors), June 2002.
- Ward, Gregory,
- ``High Dynamic Range Imaging,''
+ "High Dynamic Range Imaging,"
Proceedings of the Ninth Color Imaging Conference, November 2001.
- Ward, Gregory and Maryann Simmons,
- ``
+ "
The Holodeck Ray Cache: An Interactive Rendering System for Global Illumination in Nondiffuse
- Environments,'' ACM Transactions on Graphics, 18(4):361-98, October 1999.
-
- Larson, G.W., ``The Holodeck: A Parallel
- Ray-caching Rendering System,'' Proceedings of the Second
+ Environments," ACM Transactions on Graphics, 18(4):361-98, October 1999.
+
- Larson, G.W., "The Holodeck: A Parallel
+ Ray-caching Rendering System," Proceedings of the Second
Eurographics Workshop on Parallel Graphics and Visualisation,
September 1998.
- Larson, G.W. and R.A. Shakespeare,
@@ -1916,46 +1929,46 @@ Ecole Polytechnique Federale de Lausanne (EPFL Unive
the Art and Science of Lighting Visualization,
Morgan Kaufmann Publishers, 1998.
- Larson, G.W., H. Rushmeier, C. Piatko,
- ``A Visibility
+ "A Visibility
Matching Tone Reproduction Operator for
- High Dynamic Range Scenes,'' LBNL Technical Report 39882,
+ High Dynamic Range Scenes," LBNL Technical Report 39882,
January 1997.
-
- Ward, G., ``Making
- Global Illumination User-Friendly,'' Sixth
+
- Ward, G., "Making
+ Global Illumination User-Friendly," Sixth
Eurographics Workshop on Rendering, Springer-Verlag,
Dublin, Ireland, June 1995.
- Rushmeier, H., G. Ward, C. Piatko, P. Sanders, B. Rust,
- ``
+ "
Comparing Real and Synthetic Images: Some Ideas about
- Metrics,'' Sixth Eurographics Workshop on Rendering,
+ Metrics," Sixth Eurographics Workshop on Rendering,
Springer-Verlag, Dublin, Ireland, June 1995.
- - Ward, G., ``The RADIANCE
- Lighting Simulation and Rendering System,'' Computer
+
- Ward, G., "The RADIANCE
+ Lighting Simulation and Rendering System," Computer
Graphics, July 1994.
- - Rushmeier, H., G. Ward, ``Energy
- Preserving Non-Linear Filters,'' Computer
+
- Rushmeier, H., G. Ward, "Energy
+ Preserving Non-Linear Filters," Computer
Graphics, July 1994.
- - Ward, G., ``A Contrast-Based Scalefactor for Luminance
- Display,'' Graphics Gems IV, Edited by Paul Heckbert,
+
- Ward, G., "A Contrast-Based Scalefactor for Luminance
+ Display," Graphics Gems IV, Edited by Paul Heckbert,
Academic Press 1994.
- - Ward, G., ``Measuring and
- Modeling Anisotropic Reflection,'' Computer
+
- Ward, G., "Measuring and
+ Modeling Anisotropic Reflection," Computer
Graphics, Vol. 26, No. 2, July 1992.
- - Ward, G., P. Heckbert, ``Irradiance
- Gradients,'' Third Annual Eurographics Workshop on
+
- Ward, G., P. Heckbert, "Irradiance
+ Gradients," Third Annual Eurographics Workshop on
Rendering, Springer-Verlag, May 1992.
- - Ward, G., ``Adaptive Shadow
- Testing for Ray Tracing'' Photorealistic Rendering in
+
- Ward, G., "Adaptive Shadow
+ Testing for Ray Tracing" Photorealistic Rendering in
Computer Graphics, proceedings of 1991 Eurographics
Rendering Workshop, edited by P. Brunet and F.W. Jansen,
Springer-Verlag.
- - Ward, G., ``Visualization,'' Lighting Design and
+
- Ward, G., "Visualization," Lighting Design and
Application, Vol. 20, No. 6, June 1990.
- - Ward, G., F. Rubinstein, R. Clear, ``A Ray Tracing Solution for
- Diffuse Interreflection,'' Computer Graphics,
+
- Ward, G., F. Rubinstein, R. Clear, "A Ray Tracing Solution for
+ Diffuse Interreflection," Computer Graphics,
Vol. 22, No. 4, August 1988.
- - Ward, G., F. Rubinstein, ``A New Technique for Computer
- Simulation of Illuminated Spaces,'' Journal of the
+
- Ward, G., F. Rubinstein, "A New Technique for Computer
+ Simulation of Illuminated Spaces," Journal of the
Illuminating Engineering Society, Vol. 17, No. 1,
Winter 1988.