| boundingBox(double time0, double time1) const | BVH | [virtual] |
| buildBranch(Surface **surfaces, int num_surfaces, int axis=0) (defined in BVH) | BVH | [static] |
| BVH(Surface **surfaces, int num_surfaces, int axis=0) (defined in BVH) | BVH | |
| BVH(Surface *prim1, Surface *prim2, const BBox &_bbox, int axis=0) (defined in BVH) | BVH | [inline] |
| BVH(Surface *prim1, Surface *prim2, int axis=0) (defined in BVH) | BVH | [inline] |
| hit(Ray &r, HitRecord &rec, Context &context) const | BVH | [virtual] |
| overlapsBox(const BBox &box) const | BVH | [virtual] |
| pdfDirection(const Vector3 &w_in, const HitRecord &rec, Context &context) const | Surface | [inline, virtual] |
| randomDirection(const HitRecord &rec, Context &context, Vector3 &w_in, double &pdf) const | Surface | [inline, virtual] |
| randomPoint(Vector3 &on_light, Context &context) const | Surface | [inline, virtual] |
| shadowHit(Ray &r, Context &context) const | BVH | [virtual] |
| triangulate(int lod, MeshTriangle *tris, const Context &context) (defined in Surface) | Surface | [inline, virtual] |
| ~Surface() (defined in Surface) | Surface | [inline, virtual] |