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# Line 1 | Line 1
1   <html>
2   <head>
3   <title>
4 < The RADIANCE 3.5 Synthetic Imaging System
4 > The RADIANCE 4.0 Synthetic Imaging System
5   </title>
6   </head>
7   <body>
8  
9 Copyright � 2003 Regents, University of California
10
9   <p>
10  
11   <h1>
12 < The RADIANCE 3.5 Synthetic Imaging System
12 > The RADIANCE 4.0 Synthetic Imaging System
13   </h1>
14  
15   <p>
16  
17 < Building Technologies Department<br>
17 > Building Technologies Program<br>
18   Lawrence Berkeley National Laboratory<br>
19   1 Cyclotron Rd., 90-3111<br>
20   Berkeley, CA  94720<br>
# Line 566 | Line 564 | A material defines the way light interacts with a  sur
564          </a>
565  
566   <dd>
567 <        Mirror is used for planar surfaces that produce  secondary source reflections.  
567 >        Mirror is used for planar surfaces that produce  virtual source reflections.  
568          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.  
569          This material is only supported for flat surfaces  such  as  <a HREF="#Polygon">polygons</a>  and <a HREF="#Ring">rings</a>.  
570          The arguments are simply the RGB reflectance values, which should be between 0 and 1.  
# Line 589 | Line 587 | This is only appropriate if the surface hides other (m
587          </a>
588  
589   <dd>
590 <        The prism1 material is for  general  light  redirection from prismatic glazings, generating secondary light sources.
590 >        The prism1 material is for  general  light  redirection from prismatic glazings, generating virtual light sources.
591          It can only be used  to  modify  a  planar  surface  
592          (i.e.,  a <a HREF="#Polygon">polygon</a>  or <a HREF="#Ring">disk</a>)
593          and should not result in either light concentration or scattering.  
594          The new direction of the ray  can be  on either side of the material,
595 <        and the definitions must have the correct bidirectional properties to  work  properly with  secondary light sources.  
595 >        and the definitions must have the correct bidirectional properties to  work  properly with virtual light sources.  
596          The arguments give the coefficient for the redirected light and its direction.
597  
598   <pre>
# Line 661 | Line 659 | a perfectly scattering medium (no absorption).
659   The scattering eccentricity parameter will likewise override the global
660   setting if it is present.
661   Scattering eccentricity indicates how much scattered light favors the
662 < forward direction, as fit by the Heyney-Greenstein function:
662 > forward direction, as fit by the Henyey-Greenstein function:
663  
664   <pre>
665          P(theta) = (1 - g*g) / (1 + g*g - 2*g*cos(theta))^1.5
# Line 1367 | Line 1365 | A mixfunc mixes  two  modifiers  procedurally.   It  i
1365          which serves as a form of opacity control when used with a material.)
1366          Vname is the coefficient defined in funcfile that determines  the  influence  of  foreground.  
1367          The background coefficient is always (1-vname).  
1370        Since the references are not resolved until run-time,  the  last  definitions  of  the modifier id's will be used.  
1371        This can result in modifier loops, which are detected by the renderer.
1368  
1369   <p>
1370  
# Line 1530 | Line 1526 | If no file is needed by a given primitive because all
1526   the  required  variables  are global,  
1527   a  period  (`.')  can be given in place of the file name.  
1528   It is also possible to give an expression instead
1529 < of a  straight  variable  name  in  a scene file,
1530 < although such expressions should be kept
1535 < simple if possible.
1536 < Also, functions (requiring parameters) must be given
1529 > of a  straight  variable  name  in  a scene file.
1530 > Functions (requiring parameters) must be given
1531   as names and not as expressions.
1532  
1533   <p>
# Line 1680 | Line 1674 | The details of this process  are  not  important, but
1674   directs the use of a scene description.
1675   <ul>
1676   <li>
1677 < <a NAME="rview" HREF="../man_html/rview.1.html"><b>Rview</b></a>  is  ray-tracing  program  for  viewing  a  scene interactively.  
1678 < When  the user specifies a new perspective, rview quickly displays a rough image on the  terminal,  
1677 > <a NAME="rvu" HREF="../man_html/rvu.1.html"><b>Rview</b></a>  is  ray-tracing  program  for  viewing  a  scene interactively.  
1678 > When  the user specifies a new perspective, rvu quickly displays a rough image on the  terminal,  
1679   then progressively increases the resolution as the user looks on.
1680   He can select a particular section of the image to  improve, or  move  to  a different view and start over.  
1681   This mode of interaction is useful for debugging scenes as well as determining the best view for a final image.
# Line 1751 | Line 1745 | or converted a standard image format using one of the
1745   <pre>
1746   The Radiance Software License, Version 1.0
1747  
1748 < Copyright (c) 1990 - 2002 The Regents of the University of California,
1748 > Copyright (c) 1990 - 2010 The Regents of the University of California,
1749   through Lawrence Berkeley National Laboratory.   All rights reserved.
1750  
1751   Redistribution and use in source and binary forms, with or without
# Line 1824 | Line 1818 | Ecole  Polytechnique  Federale de Lausanne (EPFL Unive
1818   </h2>
1819   <p>
1820   <ul>
1821 +    <li>Cater, Kirsten, Alan Chalmers, Greg Ward,
1822 +        &quot;<a href="http://www.anyhere.com/gward/papers/egsr2003.pdf">Detail to Attention:
1823 +        Exploiting Visual Tasks for Selective Rendering</a>,&quot;
1824 +        <em>Eurographics Symposium
1825 +        on Rendering 2003</em>, June 2003.
1826      <li>Ward, Greg, Elena Eydelberg-Vileshin,
1827 <        ``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/egwr02/index.html">Picture Perfect RGB
1827 >        ``<a HREF="http://www.anyhere.com/gward/papers/egwr02/index.html">Picture Perfect RGB
1828          Rendering Using Spectral Prefiltering and Sharp Color Primaries</a>,''
1829          Thirteenth Eurographics Workshop on Rendering (2002),
1830          P. Debevec and S. Gibson (Editors), June 2002.
1831      <li>Ward, Gregory,
1832 <        ``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/cic01.pdf">High Dynamic Range Imaging</a>,''
1832 >        ``<a HREF="http://www.anyhere.com/gward/papers/cic01.pdf">High Dynamic Range Imaging</a>,''
1833          Proceedings of the Ninth Color Imaging Conference, November 2001.
1834      <li>Ward, Gregory and Maryann Simmons,
1835 <        ``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/tog99.pdf">
1835 >        ``<a HREF="http://www.anyhere.com/gward/papers/tog99.pdf">
1836          The Holodeck Ray Cache: An Interactive Rendering System for Global Illumination in Nondiffuse
1837          Environments</a>,'' ACM Transactions on Graphics, 18(4):361-98, October 1999.
1838 <    <li>Larson, G.W., ``<a HREF="http://viz.cs.berkeley.edu/~gwlarson/papers/ewp98.pdf">The Holodeck: A Parallel
1838 >    <li>Larson, G.W., ``<a HREF="http://www.anyhere.com/gward/papers/ewp98.pdf">The Holodeck: A Parallel
1839          Ray-caching Rendering System</a>,'' Proceedings of the Second
1840          Eurographics Workshop on Parallel Graphics and Visualisation,
1841          September 1998.

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