|
|
Hello every one
I'm a phd student and I'm thinking about using pov ray to simulate active
imagers such as Airborne Laser Scanners.
I've already achieved some nice simulation, but I'm now wondering if my job is
really physically realistic.
In the past weeks, I've been looking through the internet for documentation
about the basic calculations of pov ray's render engine.
For example, I'd like to understand how the color of a simple object with a
simple pigment in a simple configuration is calculated, or to find a way to
model a physically realistic BRDF with pov ray's texture{} description...
I there somewhere a documentation explaining the basics of povrays calculations
?
Or will I have to look by myself at the source code ?
Thanks for helping
Thomas
Post a reply to this message
|
|
|
|
ThomasR <nomail@nomail> wrote:
> For example, I'd like to understand how the color of a simple object with a
> simple pigment in a simple configuration is calculated
The simplest bare-bones scenes in POV-Ray use the Phong reflection model
(not to be confused with "phong highlights" of the finish block, altough
it's related):
http://en.wikipedia.org/wiki/Phong_shading
The article gives the values from which you should be able to construct
a BRDF of said model.
(Of course POV-Ray implements additional lighting models which can be
used in addition to, or instead of, the Phong reflection model, such as
the stochastic inter-reflection of surfaces algorithm by Greg Ward (named
"radiosity" in POV-Ray, although it's not to be confused with the algorithm
of the same name used in scanline rendering) and photon mapping.)
--
- Warp
Post a reply to this message
|
|