▼Nobj | |
CFace | |
CFile | |
CGroup | A group of faces in the model |
CIndex | A reference to a vertex/normal/texture coord. of the model |
CMaterial | |
CObject | A object in the model, made of several groups |
CArgParser | Command line argument parser with ability to display the program usage |
CAtom | Class that represents a value that has to be treated atomically |
CBBox | Bounding box represented by its two extreme points |
CBsdf | Base class for BSDFs |
CBsdfSample | Sample returned by a BSDF, including direction, pdf, and color |
CBvh | Bounding Volume Hierarchy |
CCamera | Base class for cameras |
CCameraGeometry | Structure that holds the local geometry information on a camera lens |
CCombineBsdf | A BSDF that combines two materials |
CConstantTexture | Constant texture, returns the same value everywhere |
CDiffuseBsdf | Purely Lambertian material |
CDirectLightingSample | Result from sampling direct lighting from a light source |
CDirSample | Direction sample, from sampling a set of directions |
CEmissionSample | Result from sampling a light source |
CEmissionValue | Emission value at a given point on the light surface |
CFilePath | Represents a path in the file system |
Cfloat2 | |
Cfloat3 | |
Cfloat4 | |
CGlassBsdf | BSDF that can represent glass or any separation between two mediums |
CGlossyPhongBsdf | Specular part of the modified (physically correct) Phong |
CHashGrid | |
CHit | Ray-triangle hit information |
CImage | |
CImageTexture | Image-based texture, using bilinear filtering |
CLight | Base class for all lights |
CLocalCoords | Local coordinates for shading |
CMaterial | A material is a combination of a BSDF and an optional light emitter |
CMirrorBsdf | Purely specular mirror |
COption | |
COptionImpl | |
COptionImpl< bool > | |
COptionReader | |
COptionReader< bool > | |
COptionReader< double > | |
COptionReader< float > | |
COptionReader< int > | |
COptionReader< size_t > | |
COptionReader< std::string > | |
COptionWriter | |
COptionWriter< std::string > | |
CPerspectiveCamera | |
CPointLight | Simple point light, with intensity decreasing quadratically |
CPrecomputedTri | Precomputed triangle structure to accelerate ray-scene intersections |
CRay | Ray defined as org + t * dir, with t in [tmin, tmax] |
CRenderer | |
Crgb | |
Crgba | |
CSampler | Sampler object, used at the level of the integrator to control how the random number generation is done |
CScene | |
CSurfaceParams | Surface parameters for a given point |
CTexture | Base class for all textures |
CTriangleLight | Triangle light source, useful to represent area lights made of meshes |
CUniformSampler | Uniform sampler, the easiest and most simple sampling method |