Class TPathTracer
Unit
Declaration
type TPathTracer = class(TRayTracer)
Description
Path tracer. See [https://castle-engine.io/vrml_engine_doc/output/xsl/html/section.path_tracer.html] for documentation.
Hierarchy
- TObject
- TRayTracer
- TPathTracer
Overview
Fields
MinDepth: Integer; |
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RRoulContinue: Single; |
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PrimarySamplesCount: Cardinal; |
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NonPrimarySamplesCount: Cardinal; |
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DirectIllumSamplesCount: Cardinal; |
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SFCurveClass: TSpaceFillingCurveClass; |
Methods
procedure AppendStats(const Stats: TStrings; const RenderingTime: Single); override; |
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constructor Create; |
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procedure Execute; override; |
Description
Fields
MinDepth: Integer; |
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See [https://castle-engine.io/rayhunter.php] documentation about "<recursion-depth>" and --r-roul-continue for suggestions about how to use these parameters. See also [https://castle-engine.io/raytr_gallery.php] for some experiments with these values. RRoulContinue must be in 0..1 range. You can give RRoulContinue = 0 if you don't want to use Russian roulette at all (works OK because our comparison Small RRoulContinue values cause a lot of noise. Large RRoulContinue values cause long rendering.
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RRoulContinue: Single; |
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PrimarySamplesCount: Cardinal; |
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How many paths to use. Both must be > 0.
NonPrimarySamplesCount is the number of paths caused by each hit of a primary ray. This is the main quality control for the path-tracer, more paths mean that colors are gathered from more random samples, which means that final color is more accurate. In total you have pixels count * |
NonPrimarySamplesCount: Cardinal; |
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How many paths to use. Both must be > 0. PrimarySamplesCount tells how many paths are used for primary ray, and is really useful only for anti-aliasing. You can set this to a few. Values above ˜10 are useless, they cause much longer rendering without really improving the result. You can set this to 1 if you don't need anti-aliasing.
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DirectIllumSamplesCount: Cardinal; |
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How many samples are used to calculate direct illumination at every path point. These are rays sent into random points of random light sources, to test if given light shines here. Set this to 0 to have a really naive path-tracing, that wanders randomly hoping to hit light source by chance. This will usually need an enormous amount of PrimarySamplesCount * NonPrimarySamplesCount to given any sensible results. Set this to 1 or more for a normal path-tracer. |
Methods
procedure AppendStats(const Stats: TStrings; const RenderingTime: Single); override; |
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constructor Create; |
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procedure Execute; override; |
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