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UberLight Class Reference

An implementation of Pixar's UberLight shader. More...

#include <lightshaders/UberLight.h>

Inheritance diagram for UberLight:

Inheritance graph
[legend]
List of all members.

Public Member Functions

 UberLight (float width, float height, float wedge, float hedge, float cuton, float cutoff, float nearedge, float faredge, float nearfarbound, float roundness, float falloff, const rgb &intensity, const Vector3 &location, const Matrix &object2light)
void estimateRadiance (const HitRecord &rec, Context &context, Vector3 &w_in, double &distance, rgb &radiance) const

Detailed Description

An implementation of Pixar's UberLight shader.

For more information on the UberLight see: "Lighting Controls for Computer Cinematography", Barzel, JGT 97. The shader code is based on an sl shader by Larry Gritz.


Member Function Documentation

void UberLight::estimateRadiance const HitRecord rec,
Context context,
Vector3 w_in,
double &  distance,
rgb radiance
const [virtual]
 

Estimate the radiance this light deposits towards a point in the scene. The light should not attempt an intersection with the scene to determine if an occlusion exists. Occlusion testing can be performed by the caller with the retured 'w_in' and 'distance'. Singular light sources, such as point lights, would only implement this function and allow the caller to test for occlusion. LightShaders intended for area lights may also implement this function as it may allow for importance sampling of luminaires based on estimated radiance.

Parameters:
[in] rec HitRecord for the point asking for a radiance estimate.
[in] context The standard rendering context.
[out] w_in The unit length vector to the light.
[out] distance Distance from the shading point to the light.
[out] radiance The radiance estimate.

Reimplemented from LightShader.


The documentation for this class was generated from the following files:
Generated on Wed Jul 20 16:15:30 2005 for galileo by  doxygen 1.4.3