* 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: - - -