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Unverified Commit 043d20b6 authored by Hesper Yin's avatar Hesper Yin Committed by GitHub
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Update materials.md

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......@@ -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:
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