From 043d20b6d39ec5559611ddea73bf525fc0d36d13 Mon Sep 17 00:00:00 2001 From: Hesper Yin Date: Sun, 30 Aug 2020 20:39:41 -0400 Subject: [PATCH] Update materials.md --- docs/pathtracer/materials.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/pathtracer/materials.md b/docs/pathtracer/materials.md index 5aa3e1b..ade4cdd 100644 --- a/docs/pathtracer/materials.md +++ b/docs/pathtracer/materials.md @@ -11,7 +11,7 @@ Now that you have implemented the ability to sample more complex light paths, it To get started take a look at the BSDF interface in `rays/bsdf.h`. There are a number of key methods you should understand in `BSDF class`: * `Spectrum evaluate(Vec3 out_dir, Vec3 in_dir)`: evaluates the distribution function for a given pair of directions. -* `BSDF_Sample sample(Vec3 out_dir)`: given the `out_dir`, generates a random sample of the in-direction (which may be a reflection direction or a refracted transmitted light direction). It returns a `BSDF_Sample`, which contains the in-direction(`direction`), its probability (`pdf`), as well as the `absorbtion` for this pair of directions. (You do not need to worry about the `emissive` for the materials that we are asking you to implement, since those materials do not emit light.) +* `BSDF_Sample sample(Vec3 out_dir)`: given the `out_dir`, generates a random sample of the in-direction (which may be a reflection direction or a refracted transmitted light direction). It returns a `BSDF_Sample`, which contains the in-direction(`direction`), its probability (`pdf`), as well as the `attenuation` for this pair of directions. (You do not need to worry about the `emissive` for the materials that we are asking you to implement, since those materials do not emit light.) There are also two helper functions in the BSDF class in `student/bsdf.cpp` that you will need to implement: -- GitLab