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/dports/graphics/embree/embree-3.13.2/kernels/geometry/
H A Dline_intersector.h25 __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function
29 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng() function
69 const vfloat<M> u = clamp(d0*rcp(d1),vfloat<M>(zero),vfloat<M>(one)); in intersect() local
123 const vfloat<M> u = clamp(d0*rcp(d1),vfloat<M>(zero),vfloat<M>(one)); in intersect() local
H A Dquad_intersector_pluecker.h37 const vfloat<M> u = min(U * rcpUVW,1.0f); in finalize() local
55 const float u = vu[i]; in uv() local
61 __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function
99 const vfloat<K> u = select(flags,u1,u0); in operator() local
150 const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); in intersect() local
H A Dtriangle_intersector_pluecker.h41 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng() function
45 __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function
105 const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); in intersect() local
222 vfloat<K> u = min(U * rcpUVW,1.0f); in operator() local
232 const Vec3vf<K> Ng; member
279 const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2); in intersectK() local
359 const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); in intersect() local
H A Dtriangle_intersector_moeller.h40 __forceinline Vec3vf<M> Ng() const { return vNg; } in Ng() function
44 __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function
230 vfloat<K> u = U * rcpAbsDen; in operator() local
241 const Vec3vf<K> Ng; member
320 const Vec3vf<K> Ng = cross(e2,e1); in intersectK() local
338 const Vec3vf<K> Ng = cross(e2,e1); in intersectK() local
357 const Vec3vf<K> Ng = cross(e2,e1); in intersectK() local
H A Dintersector_epilog.h417 const Vec3fa Ng = hit.Ng(i); in operator() local
497 vfloat<K> u, v, t; in operator() local
498 Vec3vf<K> Ng; in operator() local
579 vfloat<K> u, v, t; in operator() local
580 Vec3vf<K> Ng; in operator() local
615 vfloat<K> u, v, t; in operator() local
616 Vec3vf<K> Ng; in operator() local
689 vfloat<K> u, v, t; in operator() local
690 Vec3vf<K> Ng; in operator() local
916 const Vec3fa Ng = hit.Ng(i); in operator() local
H A Dquad_intersector_moeller.h31 const vfloat<M> u = min(U * rcpAbsDen,1.0f); in finalize() local
49 const float u = vu[i]; in uv() local
55 __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } in Ng() function
94 const vfloat<K> u = select(flags,u1,u0); in operator() local
H A Dcurve_intersector_distance.h31 __forceinline Vec3fa Ng(const size_t i) const { in Ng() function
76 const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); in intersect() local
108 const vfloatx u = clamp(d0*rcp(d1),vfloatx(zero),vfloatx(one)); in intersect() local
H A Dcurve_intersector_oriented.h58 Interval1f u = empty; in bezier_clipping() local
85 const float u = cu.center(); in solve_bezier_clipping() local
90 const Vec3fa Ng = cross(curve3d.eval_du(u,v),curve3d.eval_dv(u,v)); in solve_bezier_clipping() local
115 const Interval1f u = bezier_clipping(curve0u); in solve_bezier_clipping() local
156 const float u = uv.x; in solve_newton_raphson_loop() local
163 const Vec3fa Ng = cross(curve3d.eval_du(u,v),curve3d.eval_dv(u,v)); in solve_newton_raphson_loop() local
H A Dcurve_intersector_sweep.h37 float u; member
39 Vec3fa Ng; member
44const vfloatx& u, const BBox<vfloatx>& tp, const BBox<vfloatx>& h0, const BBox<vfloatx>& h1, in intersect_bezier_iterative_debug()
45const Vec3vfx& Ng, const Vec4vfx& dP0du, const Vec4vfx& dP3du, in intersect_bezier_iterative_debug()
57 …ve_jacobian(const Ray& ray, const float dt, const NativeCurve3ff& curve, float u, float t, const E… in intersect_bezier_iterative_jacobian()
/dports/graphics/embree/embree-3.13.2/tutorials/common/core/
H A Ddifferential_geometry.h16 float u,v; member
18 Vec3fa Ng; member
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/geom/
H A Dgeom_motion_triangle_shader.h74 float3 Ng; in motion_triangle_shader_setup() local
104 float u = sd->u; in motion_triangle_shader_setup() local
H A Dgeom_triangle.h45 KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader) in triangle_point_normal()
81 triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v) in triangle_smooth_normal()
H A Dgeom_motion_triangle.h137 KernelGlobals *kg, float3 Ng, int object, int prim, float u, float v, float time) in motion_triangle_smooth_normal()
H A Dgeom_curve_intersect.h34 ccl_device_inline float4 catmull_rom_basis_eval(const float4 curve[4], float u) in catmull_rom_basis_eval()
45 ccl_device_inline float4 catmull_rom_basis_derivative(const float4 curve[4], float u) in catmull_rom_basis_derivative()
56 ccl_device_inline float4 catmull_rom_basis_derivative2(const float4 curve[4], float u) in catmull_rom_basis_derivative2()
172 float u, in curve_intersect_iterative()
244 const float3 Ng = cross(V, U); in curve_intersect_iterative() local
500 const float3 Ng = cross(e1, e0); in ribbon_intersect_quad() local
572 const float u = i * step_size; in ribbon_intersect() local
767 const float3 Ng = normalize(P - P_inside); in curve_shader_setup() local
/dports/graphics/embree/embree-3.13.2/tutorials/grid_geometry/
H A Dgrid_geometry_device.cpp133 const Vec3fa Ng = Vec3fa(nx[i],ny[i],nz[i]); in displacementFunction() local
314 float u = (float)x / (QUAD_GRID_RESOLUTION_X-1); in createGridGeometry() local
352 float u = (float)x / (SUB_GRID_RESOLUTION_X-1); in createGridGeometry() local
391 Vec3fa Ng = Vec3fa(0.0f); in createGridGeometry() local
423 Vec3fa Ng = Vec3fa(0.0f); in createGridGeometry() local
447 Vec3fa Ng = Vec3fa(0.0f); in createGridGeometry() local
483 Vec3fa Ng = gmesh.normals[index]; in createGridGeometry() local
572 Vec3fa Ng = normalize(ray.Ng); in renderPixelStandard() local
584 float u = U-x; in renderPixelStandard() local
/dports/graphics/openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/include/OSL/
H A Dshaderglobals.h49 Vec3 Ng; member
52 float u, dudx, dudy; member
130 Ng = 1 << 3, enumerator
131 u = 1 << 4, enumerator
/dports/graphics/py-openshadinglanguage/OpenShadingLanguage-Release-1.11.15.0/src/include/OSL/
H A Dshaderglobals.h49 Vec3 Ng; member
52 float u, dudx, dudy; member
130 Ng = 1 << 3, enumerator
131 u = 1 << 4, enumerator
/dports/graphics/embree/embree-3.13.2/tutorials/quaternion_motion_blur/
H A Dquaternion_motion_blur_device.cpp170 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereIntersectFunc() local
201 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereIntersectFunc() local
292 const Vec3fa Ng = _Ng; in face_forward() local
321 Vec3fa Ng = normalize(ray.Ng); in renderPixelFunction() local
322 float u = (atan2(Ng.z, Ng.x) + float(M_PI)) / (2.f * float(M_PI)); in renderPixelFunction() local
/dports/graphics/pixie/Pixie/src/ri/
H A Dquadrics.cpp236 double u,v; in intersect() local
667 double u; in intersect() local
821 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local
1073 double u,v; in intersect() local
1173 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local
1522 double u; in intersect() local
1947 double u; in intersect() local
2038 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local
2410 double u,v; in intersect() local
2550 float *Ng = varying[VARIABLE_NG] + start*3; in sample() local
[all …]
/dports/graphics/blender/blender-2.91.0/intern/cycles/kernel/
H A Dkernel_light.h25 float3 Ng; /* normal on light */ member
28 float u, v; /* parametric coordinate on primitive */ member
267 float3 Ng = make_float3(klight->area.dir[0], klight->area.dir[1], klight->area.dir[2]); in lamp_light_eval() local
332 const float3 Ng, in triangle_light_pdf_area()
495 const float u = t - cos_alpha; in triangle_light_sample() local
552 float u = randu; in triangle_light_sample() local
H A Dkernel_bake.h154 ccl_device_inline float bake_clamp_mirror_repeat(float u, float max) in bake_clamp_mirror_repeat()
255 float u = primitive[2]; in kernel_bake_evaluate() local
272 float3 P, Ng; in kernel_bake_evaluate() local
458 float u = __uint_as_float(in.z); in kernel_displace_evaluate() local
485 float u = __uint_as_float(in.x); in kernel_background_evaluate() local
H A Dkernel_shader.h95 float3 Ng = triangle_normal(kg, sd); in shader_setup_from_ray() local
184 float3 Ng = triangle_normal(kg, sd); in shader_setup_from_subsurface() local
247 const float3 Ng, in shader_setup_from_sample()
252 float u, in shader_setup_from_sample()
368 KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v) in shader_setup_from_displace()
370 float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f); in shader_setup_from_displace() local
/dports/graphics/embree/embree-3.13.2/tutorials/user_geometry/
H A Duser_geometry_device.cpp76 Vec3fa u = instance->upper; in instanceBoundsFunc() local
347 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereIntersectFunc() local
378 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereIntersectFunc() local
441 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereOccludedFunc() local
472 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereOccludedFunc() local
551 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereIntersectFuncN() local
580 const Vec3fa Ng = ray->org+t1*ray->dir-sphere.p; in sphereIntersectFuncN() local
657 const Vec3fa Ng = ray->org+t0*ray->dir-sphere.p; in sphereOccludedFuncN() local
688 const Vec3fa Ng = ray_org+t1*ray_dir-sphere.p; in sphereOccludedFuncN() local
985 const Vec3fa Ng = _Ng; in face_forward() local
/dports/graphics/embree/embree-3.13.2/kernels/common/
H A Dray.h156 Vec3vf<K> Ng; // geometry normal member
157 vfloat<K> u; // barycentric u coordinate of hit member
/dports/graphics/blender/blender-2.91.0/intern/cycles/util/
H A Dutil_math_intersect.h167 const float3 Ng = Ng1 + Ng1; in ray_triangle_intersect() local
223 const float u = dot(inplane, quad_u) / dot(quad_u, quad_u); in ray_quad_intersect() local

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