Microsoft DirectX 9.0 SDK Update (October 2004)

PrtEngine.ComputeBounceAdaptive Method

Language:

Note: This documentation is preliminary and is subject to change.

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 precomputed radiance transfer (PRT) model.

Definition

Visual Basic .NET 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 _
)
C# public void ComputeBounceAdaptive(
    PrtBuffer bufferIn,
    float adaptiveThreshold,
    float minEdgeLength,
    int maxSubDiv,
    PrtBuffer bufferOut,
    PrtBuffer dataComputed
);
Managed C++ public: void ComputeBounceAdaptive(
    PrtBuffer *bufferIn,
    float adaptiveThreshold,
    float minEdgeLength,
    int maxSubDiv,
    PrtBuffer *bufferOut,
    PrtBuffer *dataComputed
);
JScript .NET public function ComputeBounceAdaptive(
    bufferIn : PrtBuffer,
    adaptiveThreshold : float,
    minEdgeLength : float,
    maxSubDiv : int,
    bufferOut : PrtBuffer,
    dataComputed : PrtBuffer
);

Parameters

bufferIn 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 precomputed radiance transfer (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.
dataComputed Microsoft.DirectX.Direct3D.PrtBuffer. A PrtBuffer object that is the running sum of all previous bufferOut outputs.

Remarks

Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.
OutOfMemoryException Leave Site Microsoft® Direct3D® could not allocate sufficient memory to complete the call.


© 2004 Microsoft Corporation. All rights reserved. Terms of use.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center