PrtEngine.ComputeBounceAdaptive Method

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Computes the source radiance resulting from a single bounce of interreflected light, using adaptive sampling. This method generates new vertices and faces on the mesh to more accurately approximate the precomputed radiance transfer (PRT) signal. This method can be used for any lit scene, including a spherical harmonic (SH)-based PRT model.

Definition

Visual Basic Public Sub ComputeBounceAdaptive( _
    ByVal bufferIn As PrtBuffer, _
    ByVal adaptiveThreshold As Single, _
    ByVal minEdgeLength As Single, _
    ByVal maxSubDiv As Integer, _
    ByVal bufferOut As PrtBuffer, _
    ByVal dataComputed As PrtBuffer _
)
C# public void ComputeBounceAdaptive(
    PrtBuffer bufferIn,
    float adaptiveThreshold,
    float minEdgeLength,
    int maxSubDiv,
    PrtBuffer bufferOut,
    PrtBuffer dataComputed
);
C++ public:
void ComputeBounceAdaptive(
    PrtBufferbufferIn,
    float adaptiveThreshold,
    float minEdgeLength,
    int maxSubDiv,
    PrtBufferbufferOut,
    PrtBufferdataComputed
);
JScript public function ComputeBounceAdaptive(
    bufferIn : PrtBuffer,
    adaptiveThreshold : float,
    minEdgeLength : float,
    maxSubDiv : int,
    bufferOut : PrtBuffer,
    dataComputed : PrtBuffer
);

Parameters

bufferIn Microsoft.DirectX.Direct3D.PrtBuffer
A PrtBuffer object that represents the 3-D object from the previous light bounce. This input buffer must have the proper number of color channels allocated for the simulation.
adaptiveThreshold System.Single
Threshold on the PRT vector to use for subdividing mesh vertices and faces. If less than 1e-6f, a default value of 1e-6f is specified.
minEdgeLength System.Single
Minimum face edge length that will be generated in adaptive sampling. If the method determines that the value is too small, a model-dependent value is specified. If zero, a default value of 4 is specified.
maxSubDiv System.Int32
Maximum level of subdivision of a face that will be used in adaptive sampling.
bufferOut Microsoft.DirectX.Direct3D.PrtBuffer
A PrtBuffer object that models a single bounce of the interreflected light. This output buffer must have the proper number of color channels allocated for the simulation.
dataComputed Microsoft.DirectX.Direct3D.PrtBuffer
A PrtBuffer object that is the running sum of all previous bufferOut outputs.

Remarks

Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.
OutOfMemoryException Leave Site Microsoft Direct3D could not allocate sufficient memory to complete the call.


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