Method |
Description |
ClosestRayIntersects
|
Uses efficient ray-tracing in precomputed radiance transfer (PRT) simulations to determine whether a ray intersects a mesh. If an intersection is found, the method returns the index of the closest mesh face hit by the ray and the barycentric coordinates of the intersection point. |
ComputeBounce
|
Computes the source radiance resulting from a single bounce of interreflected light. This method can be used for any lit scene, including a SH-based PRT model. |
ComputeBounceAdaptive
|
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 PRT signal. This method can be used for any lit scene, including a SH-based PRT model. |
ComputeDirectLightingSphericalHarmonics
|
Computes the direct-lighting contribution to 3-D objects where the source radiance is represented by a spherical harmonic (SH) approximation. |
ComputeDirectLightingSphericalHarmonicsAdaptive
|
Computes the direct-lighting contribution to 3-D objects where the source radiance is represented by a SH approximation, using adaptive sampling. This method generates new vertices and faces on the mesh to more accurately approximate the PRT signal. |
ComputeDirectLightingSphericalHarmonicsGpu
|
Uses the graphics processing unit (GPU) to compute the direct-lighting contribution to 3-D objects where the source radiance is represented by a SH approximation. Computing the lighting on the GPU will generally be much faster than on the CPU. |
ComputeLDPrtCoefficients
|
Computes locally-deformable precomputed radiance transfer (LDPRT) coefficients relative to per-sample normal vectors to minimize the least-squares error with respect to input PrtBuffer data. These coefficients can be used with skinned or transformed normal vectors to model global effects on dynamic objects. |
ComputeSubsurfaceScattering
|
Computes the source radiance resulting from subsurface scattering, using material properties set by PrtEngine.SetMeshMaterials. This method can be used only for materials defined per-vertex in a mesh object. |
ComputeSubsurfaceScatteringAdaptive
|
Computes a transfer vector that maps source radiance to exit radiance resulting from subsurface scattering, using adaptive sampling and material properties set by PrtEngine.SetMeshMaterials. The method generates new vertices and faces on the mesh to more accurately approximate the PRT signal. This method can be used only for materials defined per-vertex in a mesh object. |
ComputeSuperClusters
|
Used with compressed results of the vertex version of the PRT simulator. Generates "superclusters," which are groups of clusters that can be drawn in the same draw call. A greedy algorithm that minimizes overdraw is used to group the clusters. |
ComputeSurfSamplesBounce
|
Computes PRT samples for an arbitrary point (and normal vector). |
ComputeSurfSamplesDirectSphericalHarmonics
|
Computes, at an arbitrary point not on a mesh, a transfer vector that maps source radiance (represented by a SH approximation) to exit radiance. |
ComputeVolumeSamples
|
Computes a projection of the direct lighting from the previous light bounce into SH basis vectors that represent incident radiance at specified locations. |
ComputeVolumeSamplesDirectSphericalHarmonics
|
Computes a projection of distant lighting into SH basis vectors that represent incident radiance at specified locations. |
ConcatenateMeshes
|
Concatenates a group of meshes into one common mesh. This method can optionally apply a matrix transformation to each input mesh and its texture coordinates. |
Dispose
|
Immediately releases the unmanaged resources used by the PrtEngine object. |
Equals
|
Returns a value that indicates whether the current instance is equal to a specified object. |
ExtractPerVertexAlbedo
|
Copies per-vertex albedo values from a mesh. |
Finalize
|
Allows the PrtEngine object to free resources before it is destroyed by the garbage collector. |
FreeBounceData
|
Frees memory used for temporary bounced-light simulation data. |
FreeSubsurfaceScatteringData
|
Frees memory used for temporary subsurface light scattering simulation data. |
GetAdaptedMesh
|
Returns a mesh with modifications resulting from adaptive spatial sampling. The returned mesh contains only positions, normals, and texture coordinates (if defined). |
GetHashCode
|
Returns the hash code for the current instance. |
GetObjectByValue
|
This member supports the infrastructure for Microsoft DirectX 9.0 for Managed Code and is not intended to be used directly from your code. |
GetVertexAlbedo
|
Retrieves albedo values of the mesh vertices. |
MultiplyAlbedo
|
Multiplies each PRT vector by the per-vertex albedo. |
op_Equality
|
Compares the current instance of a class to another instance to determine whether they are the same. |
op_Inequality
|
Compares the current instance of a class to another instance to determine whether they are different. |
PrtEngine
|
Initializes a new instance of the PrtEngine class. |
raise_Disposing
|
Raises the Microsoft.DirectX.Direct3D.PrtEngine.Disposing event when called from within a derived class. |
ResampleBuffer
|
Resamples an input PrtBuffer object and saves it to an output PrtBuffer object. This method can be used to convert a vertex buffer to a texture buffer and vice-versa. It can also be used to convert single-channel buffers to 3-channel buffers and vice-versa. |
RobustMeshRefine
|
Subdivides faces on a mesh, allowing for conservative adaptive sampling that will not eliminate features on the mesh. |
ScaleMeshChunk
|
Scales all the samples associated with a given submesh. The method is useful for computing subsurface scattering. |
SetCallback
|
Sets a delegate to an optional callback method that computes the percentage of SH computations completed and gives the caller the option of aborting the simulator. |
SetMeshMaterials
|
Sets mesh material properties in the 3-D scene. Use this method to specify subsurface scattering parameters. |
SetMinMaxIntersection
|
Sets the minimum and maximum distances of intersection between 3-D objects. These distance values can be used to control the minimum or maximum distance that objects can shadow or reflect light. For example, the method can be used to limit the shadowing of nearby features of a 3-D model. |
SetPerTexelAlbedo
|
Sets an albedo value for each texel, overwriting previous albedo values. |
SetPerTexelNormal
|
Sets a normal vector for each texel in a texture object. This method is used to store vertex normal vectors from a mesh (or interpolated vertex normals if pixel-based PRT is being computed). |
SetPerVertexAlbedo
|
Sets an albedo value for each mesh vertex, overwriting previous albedo values. |
SetSamplingInfo
|
Sets sampling properties used by the PRT simulator. |
ShadowRayIntersects
|
Uses efficient ray-tracing in precomputed radiance transfer (PRT) simulations to determine whether a ray intersects a mesh. Typically used to determine whether a given point is in shadow. |
UpdateUnmanagedPointer
|
Updates the unmanaged pointer for this PrtEngine object. This method supports the Microsoft .NET Framework infrastructure and is not intended to be used directly in your code. |