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 _ )
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.