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The RADIANCE 3.5 Synthetic Imaging System |
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The RADIANCE 3.8 Synthetic Imaging System |
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Copyright � 2003 Regents, University of California |
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The RADIANCE 3.5 Synthetic Imaging System |
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The RADIANCE 3.8 Synthetic Imaging System |
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</h1> |
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Building Technologies Department<br> |
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Building Technologies Program<br> |
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Lawrence Berkeley National Laboratory<br> |
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1 Cyclotron Rd., 90-3111<br> |
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Berkeley, CA 94720<br> |
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</a> |
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Mirror is used for planar surfaces that produce secondary source reflections. |
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Mirror is used for planar surfaces that produce virtual source reflections. |
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This material should be used sparingly, as it may cause the light source calculation to blow up if it is applied to many small surfaces. |
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This material is only supported for flat surfaces such as <a HREF="#Polygon">polygons</a> and <a HREF="#Ring">rings</a>. |
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The arguments are simply the RGB reflectance values, which should be between 0 and 1. |
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The prism1 material is for general light redirection from prismatic glazings, generating secondary light sources. |
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The prism1 material is for general light redirection from prismatic glazings, generating virtual light sources. |
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It can only be used to modify a planar surface |
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(i.e., a <a HREF="#Polygon">polygon</a> or <a HREF="#Ring">disk</a>) |
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and should not result in either light concentration or scattering. |
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The new direction of the ray can be on either side of the material, |
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and the definitions must have the correct bidirectional properties to work properly with secondary light sources. |
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and the definitions must have the correct bidirectional properties to work properly with virtual light sources. |
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The arguments give the coefficient for the redirected light and its direction. |
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The scattering eccentricity parameter will likewise override the global |
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setting if it is present. |
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Scattering eccentricity indicates how much scattered light favors the |
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forward direction, as fit by the Heyney-Greenstein function: |
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forward direction, as fit by the Henyey-Greenstein function: |
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<pre> |
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P(theta) = (1 - g*g) / (1 + g*g - 2*g*cos(theta))^1.5 |
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directs the use of a scene description. |
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<a NAME="rview" HREF="../man_html/rview.1.html"><b>Rview</b></a> is ray-tracing program for viewing a scene interactively. |
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When the user specifies a new perspective, rview quickly displays a rough image on the terminal, |
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<a NAME="rvu" HREF="../man_html/rvu.1.html"><b>Rview</b></a> is ray-tracing program for viewing a scene interactively. |
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When the user specifies a new perspective, rvu quickly displays a rough image on the terminal, |
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then progressively increases the resolution as the user looks on. |
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He can select a particular section of the image to improve, or move to a different view and start over. |
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This mode of interaction is useful for debugging scenes as well as determining the best view for a final image. |
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<pre> |
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The Radiance Software License, Version 1.0 |
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Copyright (c) 1990 - 2002 The Regents of the University of California, |
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Copyright (c) 1990 - 2006 The Regents of the University of California, |
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through Lawrence Berkeley National Laboratory. All rights reserved. |
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Redistribution and use in source and binary forms, with or without |
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</h2> |
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<p> |
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<ul> |
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<li>Cater, Kirsten, Alan Chalmers, Greg Ward, |
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"<a href="papers/egsr2003.pdf">Detail to Attention: |
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Exploiting Visual Tasks for Selective Rendering</a>," |
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<em>Eurographics Symposium |
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on Rendering 2003</em>, June 2003. |
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<li>Ward, Greg, Elena Eydelberg-Vileshin, |
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``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/egwr02/index.html">Picture Perfect RGB |
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Rendering Using Spectral Prefiltering and Sharp Color Primaries</a>,'' |