From db072ad4dc181eca5a1458656b130beb43f475bf Mon Sep 17 00:00:00 2001 From: 53hornet <53hornet@gmail.com> Date: Sat, 2 Feb 2019 23:33:15 -0500 Subject: Init. --- hw5/doc/xml_scene_format.txt | 111 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 111 insertions(+) create mode 100644 hw5/doc/xml_scene_format.txt (limited to 'hw5/doc/xml_scene_format.txt') diff --git a/hw5/doc/xml_scene_format.txt b/hw5/doc/xml_scene_format.txt new file mode 100644 index 0000000..3b53c67 --- /dev/null +++ b/hw5/doc/xml_scene_format.txt @@ -0,0 +1,111 @@ +* The whole scene should be contained in a ... node. + +* In a scene you can have (multiple of) the following nodes: + - + - + - + - + - + - + - + - + +* 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 node is of the form: , 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. + +* has the following form: .. , 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: + - + - + - + - + +* A node can have any of multiple of the following nodes: + - + - + - + - + - + - + The resulting transformation is the multiplication of the nodes.E.g., a followed by a and then a , will be equivalent to ** + +* A has the following form: + +* A has the form: + +* A has the form: + +* A has the form: , with a default of axis="0.0 0.0 1.0". + +* A has the following form: .. , where 'ref' and 'id' are the same as with , and 'obj' can contain the name of an OBJ file. A triangleMesh can contain (multiple of) the following nodes: + - + - + - or + +* A (or node can have multiple occurances of a which can have any of the following forms: + - + - + - + - + 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 node has the following form: which can have the following children: + - + - + - + - or + +* A has the following form with the following general children: + - + - + - + - or + in addition to specific node dependent children depending on the 'type' which can be: + - normalMap + - bumpMap + +* A node has a child node, and a node to apply it too. +* A node has a child node, and a 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 node has the following form ..., where it can have the following children: + - and which can have a as child. (preference if given of 'texture' over a fixed 'value' + +* A node has the following form ..., where it can have the following children: + - and which can have a as child. (preference if given of 'texture' over a fixed 'value' + - and which can have a as child. (preference if given of 'texture' over a fixed 'value' + +* A node has the following form: . 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 and / children. The material is the surface reflectance of the light source, and the geometry represents the shape of the area light source. + +* An node has the following form: , where type can be any of the following: + - "linear" : brute force linear intersector O(N) time complexity. + - "bvh" : bounding volume hierarchy + + +* A node has the following form: , 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 node has the following forms: + - + - -- cgit v1.2.3