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The RADIANCE 3.5 Synthetic Imaging System |
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The RADIANCE 4.1 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 4.1 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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<dd> |
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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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</a> |
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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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<pre> |
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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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<a NAME="BSDF"> |
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<b>BSDF</b> |
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</a> |
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<dd> |
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The BSDF material type loads an XML (eXtensible Markup Language) |
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file describing a bidirectional scattering distribution function. |
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Real arguments to this material may define additional |
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diffuse components that augment the BSDF data. |
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String arguments are used to define thickness for proxied |
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surfaces and the "up" orientation for the material. |
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<pre> |
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mod BSDF id |
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6+ thick BSDFfile ux uy uz funcfile transform |
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0 |
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0|3|6|9 |
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rfdif gfdif bfdif |
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rbdif gbdif bbdif |
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rtdif gtdif btdif |
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</pre> |
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<p> |
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The first string argument is a "thickness" parameter that may be used |
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to hide detail geometry being proxied by an aggregate BSDF material. |
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If a view or shadow ray hits a BSDF proxy with non-zero thickness, |
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it will pass directly through as if the surface were not there. |
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Similar to the illum type, this permits direct viewing and |
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shadow testing of complex geometry. |
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The BSDF is used when a scattered (indirect) ray hits the surface, |
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and any transmitted sample rays will be offset by the thickness amount |
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to avoid the hidden geometry and gather samples from the other side. |
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In this manner, BSDF surfaces can improve the results for indirect |
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scattering from complex systems without sacrificing appearance or |
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shadow accuracy. |
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If the BSDF has transmission and back-side reflection data, |
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a parallel BSDF surface may be |
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placed slightly less than the given thickness away from the front surface |
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to enclose the complex geometry on both sides. |
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<p> |
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The second string argument is the name of the BSDF file, which is |
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found in the usual auxiliary locations. |
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The following three string parameters name variables for an "up" vector, |
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which together with the surface normal, define the |
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local coordinate system that orients the BSDF. |
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These variables, along with the thickness, are defined in a function |
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file given as the next string argument. |
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An optional transform is used to scale the thickness and reorient the up vector. |
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<p> |
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If no real arguments are given, the BSDF is used by itself to determine |
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reflection and transmission. |
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If there are at least 3 real arguments, the first triplet is an |
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additional diffuse reflectance for the front side. |
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At least 6 real arguments adds diffuse reflectance to the rear side of the surface. |
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If there are 9 real arguments, the final triplet will be taken as an additional |
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diffuse transmittance. |
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All diffuse components as well as the non-diffuse transmission are |
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modified by patterns applied to this material. |
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The non-diffuse reflection from either side are unaffected. |
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Textures perturb the effective surface normal in the usual way. |
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<p> |
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The surface normal of this type is not altered to face the incoming ray, |
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so the front and back BSDF reflections may differ. |
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(Transmission is identical front-to-back by physical law.) |
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If back visibility is turned off during rendering and there is no |
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transmission or back-side reflection, only then the surface will be |
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invisible from behind. |
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Unlike other data-driven material types, the BSDF type is fully |
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supported and all parts of the distribution are properly sampled. |
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<dt> |
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<a NAME="Antimatter"> |
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<b>Antimatter</b> |
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</a> |
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which serves as a form of opacity control when used with a material.) |
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Vname is the coefficient defined in funcfile that determines the influence of foreground. |
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The background coefficient is always (1-vname). |
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Since the references are not resolved until run-time, the last definitions of the modifier id's will be used. |
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This can result in modifier loops, which are detected by the renderer. |
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<p> |
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the required variables are global, |
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a period (`.') can be given in place of the file name. |
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It is also possible to give an expression instead |
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of a straight variable name in a scene file, |
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although such expressions should be kept |
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simple if possible. |
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Also, functions (requiring parameters) must be given |
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of a straight variable name in a scene file. |
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Functions (requiring parameters) must be given |
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as names and not as expressions. |
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<p> |
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directs the use of a scene description. |
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<ul> |
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<li> |
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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 - 2010 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="http://www.anyhere.com/gward/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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``<a HREF="http://www.anyhere.com/gward/papers/egwr02/index.html">Picture Perfect RGB |
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Rendering Using Spectral Prefiltering and Sharp Color Primaries</a>,'' |
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Thirteenth Eurographics Workshop on Rendering (2002), |
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P. Debevec and S. Gibson (Editors), June 2002. |
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<li>Ward, Gregory, |
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``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/cic01.pdf">High Dynamic Range Imaging</a>,'' |
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``<a HREF="http://www.anyhere.com/gward/papers/cic01.pdf">High Dynamic Range Imaging</a>,'' |
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Proceedings of the Ninth Color Imaging Conference, November 2001. |
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<li>Ward, Gregory and Maryann Simmons, |
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``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/tog99.pdf"> |
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``<a HREF="http://www.anyhere.com/gward/papers/tog99.pdf"> |
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The Holodeck Ray Cache: An Interactive Rendering System for Global Illumination in Nondiffuse |
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Environments</a>,'' ACM Transactions on Graphics, 18(4):361-98, October 1999. |
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<li>Larson, G.W., ``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/ewp98.pdf">The Holodeck: A Parallel |
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<li>Larson, G.W., ``<a HREF="http://www.anyhere.com/gward/papers/ewp98.pdf">The Holodeck: A Parallel |
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Ray-caching Rendering System</a>,'' Proceedings of the Second |
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Eurographics Workshop on Parallel Graphics and Visualisation, |
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September 1998. |
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<a HREF="#Plasdata">Plasdata</a> |
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<a HREF="#Metdata">Metdata</a> |
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<a HREF="#Transdata">Transdata</a> |
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<a HREF="#BSDF">BSDF</a> |
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<a HREF="#Antimatter">Antimatter</a> |
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</pre> |