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ACloudViewer
3.9.4
A Modern Library for 3D Data Processing
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PCV (Portion de Ciel Visible) algorithm. More...
#include <PCV.h>
Static Public Member Functions | |
| static int | Launch (unsigned numberOfRays, cloudViewer::GenericCloud *vertices, cloudViewer::GenericMesh *mesh=nullptr, bool meshIsClosed=false, bool mode360=true, unsigned width=1024, unsigned height=1024, cloudViewer::GenericProgressCallback *progressCb=nullptr, QString entityName=QString()) |
| static bool | Launch (std::vector< CCVector3 > &rays, cloudViewer::GenericCloud *vertices, cloudViewer::GenericMesh *mesh=nullptr, bool meshIsClosed=false, unsigned width=1024, unsigned height=1024, cloudViewer::GenericProgressCallback *progressCb=nullptr, QString entityName=QString()) |
| Simulates global illumination on a cloud (or a mesh) with OpenGL. More... | |
| static bool | GenerateRays (unsigned numberOfRays, std::vector< CCVector3 > &rays, bool mode360=true) |
| Generates a given number of rays. More... | |
PCV (Portion de Ciel Visible) algorithm.
"Ambient Occlusion" in english!
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Generates a given number of rays.
Definition at line 159 of file PCV.cpp.
References SampleSphere().
Referenced by qPCV::doAction(), and PCVCommand::process().
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Simulates global illumination on a cloud (or a mesh) with OpenGL.
Computes per-vertex illumination intensity as a scalar field.
| rays | light directions that will be used to compute global illumination |
| vertices | vertices (eventually corresponding to a mesh - see below) to englight |
| mesh | optional mesh structure associated to the vertices |
| meshIsClosed | if a mesh is passed as argument (see above), specifies if the mesh surface is closed (enables optimization) |
| width | width of the OpenGL context used to simulate illumination |
| height | height of the OpenGL context used to simulate illumination |
| progressCb | optional progress bar (optional) |
| entityName | entity name (optional) |
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Simulates global illumination on a cloud (or a mesh) with OpenGL - shortcut version Computes per-vertex illumination intensity as a scalar field.
| numberOfRays | (approxiamate) number of rays to generate |
| mode360 | whether light rays should be generated on the half superior sphere (false) or the whole sphere (true) |
| vertices | vertices (eventually corresponding to a mesh - see below) to englight |
| mesh | optional mesh structure associated to the vertices |
| meshIsClosed | if a mesh is passed as argument (see above), specifies if the mesh surface is closed (enables optimization) |
| width | width of the OpenGL context used to simulate illumination |
| height | height of the OpenGL context used to simulate illumination |
| progressCb | optional progress bar (optional) |
| entityName | entity name (optional) |
Referenced by qPCV::doAction(), and PCVCommand::Process().