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author | 53hornet <53hornet@gmail.com> | 2019-02-02 23:33:15 -0500 |
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committer | 53hornet <53hornet@gmail.com> | 2019-02-02 23:33:15 -0500 |
commit | db072ad4dc181eca5a1458656b130beb43f475bf (patch) | |
tree | a3c03c7f5497cb70503e2486662fa85cfb53415a /hw6/doc | |
download | csci427-master.tar.xz csci427-master.zip |
Diffstat (limited to 'hw6/doc')
-rw-r--r-- | hw6/doc/xml_scene_format.txt | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/hw6/doc/xml_scene_format.txt b/hw6/doc/xml_scene_format.txt new file mode 100644 index 0000000..1bdf4b5 --- /dev/null +++ b/hw6/doc/xml_scene_format.txt @@ -0,0 +1,112 @@ +* The whole scene should be contained in a <scene> ... </scene> node. + +* In a scene you can have (multiple of) the following nodes: + - <camera> + - <sceneGraphNode> + - <triangleMesh> + - <material> + - <light> + - <intersector> + - <texture> + - <renderer> + +* Basic value types: + - vec3d "x y z" or "xyz". E.g., name="1.0 2.0 3.0" (vec3d(1,2,3)) or name="1.0" (vec3d(1,1,1)). + - vec2d "x y" or "xy" + - float "f" + - string "s" + - integer "i" + - bool "true" or "false" + - color "r g b" or "rgb" + +* A <camera> node is of the form: <camera eye=vec3d view=vec3d up=vec3d fov=float width=integer height=integer auto=bool/>, with the following defaults: + - eye="0.0 0.0 0.0" + - view="0.0 0.0 1.0" + - up="0.0 1.0 0.0" + - fov="60" + - width="256" + - height="256" + - auto="false" + When 'auto' is set to true, the camera will be moved along the view direction (i.e., change 'eye') such that the scene's bounding box fully falls within the view. + +* <sceneGraphNode> has the following form: <sceneGraphNode id=string ref=string> .. </sceneGraphNode>, where either id or ref occurs. 'id' allows you to name the node. 'ref' refers to a named sceneGraphNode, and the rest of the sceneGraphNode is ignored. A sceneGraphNode can contain (multiple of) the following nodes: + - <transformation> + - <sceneGraphNode> + - <triangleMesh> + - <material> + +* A <transformation> node can have any of multiple of the following nodes: + - <rotationX> + - <rotationY> + - <rotationZ> + - <rotation> + - <translation> + - <scale> + The resulting transformation is the multiplication of the nodes.E.g., a <rotationX> followed by a <rotationY> and then a <scale>, will be equivalent to <rotationX>*<rotationY>*<scale> + +* A <rotation?> has the following form: <rotation? angle=float /> + +* A <translation> has the form: <translation offset=vec3d /> + +* A <scale> has the form: <scale scale=vec3d /> + +* A <rotation> has the form: <rotation angle=float axis=vec3d />, with a default of axis="0.0 0.0 1.0". + +* A <triangleMesh> has the following form: <triangleMesh id=string ref=string filename=string> .. </triangleMesh>, where 'ref' and 'id' are the same as with <sceneGraphNode>, and 'obj' can contain the name of an OBJ file. A triangleMesh can contain (multiple of) the following nodes: + - <transformation> + - <material> + - <triangle> or <polygon> + +* A <triangle> (or <polygon> node can have multiple occurances of a <vertex> which can have any of the following forms: + - <vertex v=vec3d /> + - <vertex v=vec3d t=vec2d /> + - <vertex v=vec3d n=vec3d /> + - <vertex v=vec3d n=vec3d t=vec2d /> + where 'v' refers to the vertex position, 'n' to the vertex normal, and 't' to the vertex' texture coordinate. Vertices are expected to be provided in CCW order. + +* A <material> node has the following form: <material id=string ref=string> which can have the following children: + - <shadingFrameTransform> + - <diffuse> + - <phong> + - <material> or <compound> + +* A <shadingFrameTransformation> has the following form <shadingFrameTransform type=string> with the following general children: + - <shadingFrameTransform> + - <diffuse> + - <phong> + - <material> or <compound> + in addition to specific node dependent children depending on the 'type' which can be: + - normalMap + - bumpMap + +* A <normalMap> node has a <texture> child node, and a <material> node to apply it too. +* A <bumpMap> node has a <texture> child node, and a <material> node to apply it too. In addition, the shadingFrameTransformation-node also has a 'scale' parameter defined that sets the height of the bump, and a 'channel' parameter that indicates which color channel in the texture defines the bump map. + +* A <diffuse> node has the following form <diffuse id=string ref=string>...</difuse>, where it can have the following children: + - <albedo value=color> and which can have a <texture> as child. (preference if given of 'texture' over a fixed 'value' + +* A <phong> node has the following form <phong id=string ref=string>...</phong>, where it can have the following children: + - <albedo value=color> and which can have a <texture> as child. (preference if given of 'texture' over a fixed 'value' + - <sharpness value=float channel=integer> and which can have a <texture> as child. (preference if given of 'texture' over a fixed 'value' + +* A <light> node has the following form: <light type=string .../>. Depending on type the following additional parameters are defined: + - "directional": 'direction=vec3d power=color' + - "spot": 'direction=vec3d power=color position=vec3d cutoff=float sharpness=float attenutation=vec3d' + - "point": 'position=vec3d power=color attenuation=vec3d' + - "area": 'power=color attenuation=vec3d'. Furthermore, it can have a <material> and <sceneGraphNode>/<triangleMesh> children. The material is the surface reflectance of the light source, and the geometry represents the shape of the area light source. + +* An <intersector> node has the following form: <intersector type=string />, where type can be any of the following: + - "linear" : brute force linear intersector O(N) time complexity. + - "bvh" : bounding volume hierarchy + + +* A <texture> node has the following form: <texture type=string filename=string repeat=bool/>, where type can be + - "nearest": nearest pixel look-up. + - "bilinear": bilinear interpolation. + Textures are cached (map based on filename & type) and only read once. + + +* A <renderer> node has the following forms: + - <renderer type="raycasting"/> + - <renderer type="recursiveRaytracing" maxDepth=int samplesPerPixel=int /> + - <renderer type="pathtracing" samplesPerPixel=int directOnly=bool /> |