avg_pool_nhwc (x, size)
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bsdf_fresnel_shlick (f0, f90, cosTheta)
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bsdf_lambda_ggx (alphaSqr, cosTheta)
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bsdf_lambert (nrm, wi)
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bsdf_masking_smith_ggx_correlated (alphaSqr, ...)
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bsdf_microfacet (kd, arm, pos, nrm, view_pos, ...)
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bsdf_ndf_ggx (alphaSqr, cosTheta)
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bsdf_pbr (kd, arm, pos, nrm, view_pos, light_pos)
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bsdf_pbr_specular (col, nrm, wo, wi, alpha[, ...])
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bsdf_phong (nrm, wo, wi, N)
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bsdf_prepare_shading_normal (pos, view_pos, ...)
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compute_tangents (mesh)
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compute_vertex_normals (verts, faces)
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Computes the packed version of vertex normals from the packed verts and faces. |
interpolate (attr, rast, attr_idx[, rast_db])
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lambert (nrm, wi)
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Lambertian bsdf. |
lookAt (eye, at, up)
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microfacet_bsdf (kd, arm, pos, nrm, view_pos, ...)
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Microfacet bsdf, both diffuse & specular lobes All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent unless otherwise noted. |
microfacet_eval (kd, ks, nrm, wo, wi, _roughness)
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pbr_bsdf (kd, arm, pos, nrm, view_pos, light_pos)
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Physically-based bsdf, both diffuse & specular lobes All tensors assume a shape of [minibatch_size, height, width, 3] or broadcastable equivalent unless otherwise noted. |
prepare_shading_normal (pos, view_pos, ...[, ...])
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Takes care of all corner cases and produces a final normal used for shading: |
process_diffuse_brdf (name, scene)
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process_hdr_film (name, scene)
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process_mesh (name, scene)
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process_microfacet_brdf (name, scene)
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process_perspective_camera (name, scene)
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process_point_light (name, scene)
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projection ([x, n, f])
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render (glctx, mtx, pos, pos_idx, uv, uv_idx, ...)
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render_layer (rast, rast_deriv, mesh, ...)
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render_mesh (ctx, mesh, mtx_in, view_pos, ...)
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scale_img_hwc (x, size[, mag, min])
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scale_img_nhwc (x, size[, mag, min])
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shade (gb_pos, gb_geometric_normal, ...)
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transform_pos (mtx, pos)
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xfm_points (points, matrix)
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Transform points. |