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. |