optixfaceforward

2019年5月4日—float3ffnormal=faceforward(world_geometry_normal,-ray.direction,world_geometry_normal);.phongShade(Kd,Ka,Ks,Kr,phong_exp,ffnormal);.,//确保法线的方向与光线方向的逆方向是锐角,以让面有光照效果.float3ffnormal=faceforward(world_geometry_normal,-ray.direction,world_geometry_normal);.,Name.faceforward-returnsanormalas-isifavertex'seye-spacepositionvectorpointsintheoppositedirectionofag...

sRGB float与RGB uchar颜色空间

2019年5月4日 — float3 ffnormal = faceforward(world_geometry_normal, -ray.direction, world_geometry_normal);. phongShade(Kd, Ka, Ks, Kr, phong_exp, ffnormal);.

【OptiX】第4个示例阴影、与平面相交、sRGB float与RGB uchar颜色 ...

//确保法线的方向与光线方向的逆方向是锐角,以让面有光照效果. float3 ffnormal = faceforward(world_geometry_normal, -ray.direction, world_geometry_normal);.

faceforward

Name. faceforward - returns a normal as-is if a vertex's eye-space position vector points in the opposite direction of a geometric normal, otherwise return ...

OptiX

OptiX public API. Author: NVIDIA Corporation This ... optix::copysignf (const float dst, const float src) ... optix::faceforward (const float2 &n, const float2 &i, ...

optixtutorial9.cu at master

... faceforward( world_shade_normal, -ray.direction, world_geo_normal ); float3 hit_point = ray.origin + t_hit * ray.direction; /* Sum several octaves of abs ...

Tutorial: Ray Tracing with OptiX

optix::Ray ray = optix::make_Ray(ray_origin, ray_direction, ... Nrust = faceforward (Nrust, -ray.direction, world_geo_normal); ... ▫ OptiX used to create its own ...

Optix' faceforward() seems to do the opposite to Cg, GLSL, HLSL ...

Optix' faceforward() seems to do the opposite to Cg, GLSL, HLSL and RSL. Makes sense.

OptiX quick start 01

2015年11月7日 — 第一步,这个程式会精确地计算世界空间的法线。为实现这个计算,需要获取阴影法线和几何体法线,并将他们转换到世界空间,然后使用faceforward函数确保 ...

Nvidia OptiX

What is OptiX? General Purpose Ray Tracing API ... float3 ffnormal = faceforward( world_shade_normal, -ray.direction, world_geo_normal ); ... optix::Ray ...