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ANARI Documentation
Rendering algorithms may need to make decisions based on object/scene bounds. For rasterization APIs near and far planes need to be selected. Shadow mapping requires setting up a shadow projection...
Rasterization algorithms rely on mipmaps to avoid aliasing artifacts when sampling textures. For many use cases these can be automatically generated by downsampling the original image. However this approach is...
Somewhat related to #57 we should probably consider standardizing a way to define clip planes eventually. | Name | Type | Description | |--------|-------|---------------| | clipPlanes | `ARRAY1D` of `FLOAT32_VEC4`...
Currently the SpatialField `filter` subtype only supports `nearest` and `linear` filtering. This issue is to add `cubic` to the list of filtering values. The change would look like: | Name...
When a scalar volume value is associated with multiple materials/boundaries a 1D transfer function is unable to render them in isolation. This arises a lot in medical datasets, like the...
This is primarily motivated by `hdAnari` (now in the SDK), where instances can have overriding primavars (aka attributes). Note that this is very different from #101 as this is at...
occlusion strength is used in glTF with the following formula: `1.0f + occlusionStrength * (sampledValue - 1.0f)` Ref: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#_material_occlusiontextureinfo_strength. This can be restructed to `occlusionStrength * sampledValue + (1.0f-occlusionStrength)`, which...