optixfaceforward

2019年5月4日—//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 ...,2019年5月4日—//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 ...,faceforward-returnsanormalas-isifavertex'seye-spacepositionvectorpointsintheoppositedirectionofageometricnormal,othe...

sRGB float与RGB uchar颜色空间

2019年5月4日 — //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 ...

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

2019年5月4日 — //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 ...

faceforward

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 the ...

OptiX

optix::reflect (const float2 &i, const float2 &n). OPTIXU_INLINE RT_HOSTDEVICE float2, optix::faceforward (const float2 &n, const float2 &i, const float2 &nref).

optix_advanced_samplessrcoptixGlassdiffuse.cu at master

... optix; rtDeclareVariable( float3, shading_normal, attribute shading_normal ... faceforward( world_shading_normal, -ray.direction, world_geometric_normal ); ...

optixtutorial9.cu at master · torchlingoptix

... 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, ... float3 ffnormal = faceforward( world_shade_normal, -ray.direction, world_geo_normal );.

OptiX quick start 01

2015年11月7日 — ... faceforward函数确保计算出的法线是以光源为导向的(这边不知道怎么翻合适)。大多数的渲染系统,是区分阴影法线和几何体法线的,例如,定点法向量 ...

Nvidia OptiX

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