pub struct UniformLightDistribution {
    pub distrib: Arc<Distribution1D>,
}
Expand description

The simplest possible implementation of LightDistribution: this returns a uniform distribution over all light sources, ignoring the provided point. This approach works well for very simple scenes, but is quite ineffective for scenes with more than a handful of light sources. (This was the sampling method originally used for the PathIntegrator and the VolPathIntegrator in the printed book, though without the UniformLightDistribution class.)

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§distrib: Arc<Distribution1D>

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impl UniformLightDistribution

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pub fn new(scene: &Scene) -> Self

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pub fn lookup(&self, _p: &Point3f) -> Arc<Distribution1D>

Given a point |p| in space, this method returns a (hopefully effective) sampling distribution for light sources at that point.

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