table of contents
|RTC_GEOMETRY_TYPE_*_POINT(3)||Embree Ray Tracing Kernels 3||RTC_GEOMETRY_TYPE_*_POINT(3)|
RTC_GEOMETRY_TYPE_SPHERE_POINT - point geometry spheres RTC_GEOMETRY_TYPE_DISC_POINT - point geometry with ray-oriented discs RTC_GEOMETRY_TYPE_ORIENTED_DISC_POINT - point geometry with normal-oriented discs
#include <embree3/rtcore.h> rtcNewGeometry(device, RTC_GEOMETRY_TYPE_SPHERE_POINT); rtcNewGeometry(device, RTC_GEOMETRY_TYPE_DISC_POINT); rtcNewGeometry(device, RTC_GEOMETRY_TYPE_ORIENTED_DISC_POINT);
DESCRIPTION¶Points with per vertex radii are supported with sphere, ray-oriented discs, and normal-oriented discs geometric representations. Such point geometries are created by passing RTC_GEOMETRY_TYPE_SPHERE_POINT, RTC_GEOMETRY_TYPE_DISC_POINT, or RTC_GEOMETRY_TYPE_ORIENTED_DISC_POINT to the rtcNewGeometry function. The point vertices can be specified t through a vertex buffer (RTC_BUFFER_TYPE_VERTEX). For the normal oriented discs a normal buffer (RTC_BUFFER_TYPE_NORMAL) has to get specified additionally. See rtcSetGeometryBuffer and rtcSetSharedGeometryBuffer for more details on how to set buffers.
The vertex buffer stores each control vertex in the form of a single precision position and radius stored in (x, y, z, r) order in memory (RTC_FORMAT_FLOAT4 format). The number of vertices is inferred from the size of this buffer. Similarly, the normal buffer stores a single precision normal per control vertex (x, y, z order and RTC_FORMAT_FLOAT3 format).
In the RTC_GEOMETRY_TYPE_SPHERE_POINT mode, a real geometric surface is rendered for the curve, which is more expensive but allows closeup views.
The RTC_GEOMETRY_TYPE_DISC_POINT flat mode is a fast mode designed to render distant points. In this mode the point is rendered as a ray facing disc.
The RTC_GEOMETRY_TYPE_ORIENTED_DISC_POINT mode is a mode designed as a midpoint geometrically between ray facing discs and spheres. In this mode the point is rendered as a normal oriented disc.
For all point types, only the hit distance and geometry normal is returned as hit information, u and v are set to zero.
For multi-segment motion blur, the number of time steps must be first specified using the rtcSetGeometryTimeStepCount call. Then a vertex buffer for each time step can be set using different buffer slots, and all these buffers must have the same stride and size.
Also see tutorial [Points] for an example of how to create and use point geometries.