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spelling fixes (#386)
* spelling fixes * workaround spelling correction messing up table alignment
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oneapi-doc.json

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{
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"version": "1.1-provisional-rev-2",
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"version": "1.1-rev-1",
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"vpl_version": "2.5.0",
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"art_version": "0.5-rev-1"
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"art_version": "1.0-rev-1"
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}

source/elements/oneART/source/embree-spec.rst

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@@ -197,7 +197,7 @@ See Section `rtcCollide <#rtccollide>`__ for a detailed description of
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how to set up collision detection.
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Seen tutorial `Collision Detection <#collision-detection>`__ for a
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complete example of collsion detection being used on a simple cloth
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complete example of collision detection being used on a simple cloth
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solver.
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Miscellaneous
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from the size of that buffer. The vertex buffer can be at most 16 GB
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large.
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The parametrization of a triangle uses the first vertex ``p0`` as base
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The parameterization of a triangle uses the first vertex ``p0`` as base
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point, the vector ``p1 - p0`` as u-direction and the vector ``p2 - p0``
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as v-direction. Thus vertex attributes ``t0,t1,t2`` can be linearly
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interpolated over the triangle the following way:
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A quad is internally handled as a pair of two triangles ``v0,v1,v3`` and
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``v2,v3,v1``, with the ``u'``/``v'`` coordinates of the second triangle
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corrected by ``u = 1-u'`` and ``v = 1-v'`` to produce a quad
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parametrization where ``u`` and ``v`` are in the range 0 to 1. Thus the
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parametrization of a quad uses the first vertex ``p0`` as base point,
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parameterization where ``u`` and ``v`` are in the range 0 to 1. Thus the
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parameterization of a quad uses the first vertex ``p0`` as base point,
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and the vector ``p1 - p0`` as ``u``-direction, and ``p3 - p0`` as
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v-direction. Thus vertex attributes ``t0,t1,t2,t3`` can be bilinearly
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interpolated over the quadrilateral the following way:
@@ -2066,8 +2066,8 @@ interpolated over the quadrilateral the following way:
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Mixed triangle/quad meshes are supported by encoding a triangle as a
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quad, which can be achieved by replicating the last triangle vertex
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(``v0,v1,v2`` -> ``v0,v1,v2,v2``). This way the second triangle is a
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line (which can never get hit), and the parametrization of the first
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triangle is compatible with the standard triangle parametrization.
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line (which can never get hit), and the parameterization of the first
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triangle is compatible with the standard triangle parameterization.
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A quad whose vertices are laid out counter-clockwise has its geometry
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normal pointing upwards outside the front face, like illustrated in the
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Geometry <tutorials.html#subdivision-geometry>`__ for an example of how
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to create subdivision surfaces.
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Parametrization
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^^^^^^^^^^^^^^^
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Parameterization
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^^^^^^^^^^^^^^^^
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The parametrization for subdivision faces is different for
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The parameterization for subdivision faces is different for
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quadrilaterals and non-quadrilateral faces.
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The parametrization of a quadrilateral face uses the first vertex ``p0``
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The parameterization of a quadrilateral face uses the first vertex ``p0``
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as base point, and the vector ``p1 - p0`` as u-direction and ``p3 - p0``
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as v-direction.
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The parametrization for all other face types (with number of vertices
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not equal 4), have a special parametrization where the subpatch ID ``n``
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The parameterization for all other face types (with number of vertices
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not equal 4), have a special parameterization where the subpatch ID ``n``
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(of the ``n``-th quadrilateral that would be obtained by a single
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subdivision step) and the local hit location inside this quadrilateral
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are encoded in the UV coordinates. The following code extracts the
@@ -2515,14 +2515,14 @@ the index buffer (left segment exists if segment(id-1)+1 == segment(id)
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and right segment exists if segment(id+1)-1 == segment(id)).
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A left neighbor segment is assumed to end at the start vertex of the
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current segement, and to start at the previous vertex in the vertex
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current segment, and to start at the previous vertex in the vertex
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buffer. Similarly, the right neighbor segment is assumed to start at the
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end vertex of the current segment, and to end at the next vertex in the
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vertex buffer.
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Only when the left and right bits are properly specified the current
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segment can properly attach to the left and/or right neighbor, otherwise
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the touching area may not get rendererd properly.
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the touching area may not get rendered properly.
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Bézier Basis
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''''''''''''
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basis is that 3 control points can be shared for two continuous
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neighboring curve segments, e.g. the curves (p0,p1,p2,p3) and
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(p1,p2,p3,p4) are C1 continuous. This feature make this basis a good
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choise to construct continuous multi-segment curves, as memory
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choice to construct continuous multi-segment curves, as memory
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consumption can be kept minimal.
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Hermite Basis
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derivative at the begin and end matches exactly the value specified in
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the tangent buffer. When connecting two segments continuously, the end
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point and tangent of the previous segment can be shared. Different
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versions of Catmull-Rom splines can be easily constructed usig the
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versions of Catmull-Rom splines can be easily constructed using the
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Hermite basis, by calculating a proper tangent buffer from the control
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points.
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The ``RTC_FORMAT_FLOAT/2/3/4...`` format are used to specify that data
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buffers store single precision floating point values, or vectors there
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of (size 2,3,4, etc.). This format is typcally used to specify to format
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of (size 2,3,4, etc.). This format is typically used to specify to format
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of vertex buffers, e.g. the ``RTC_FORMAT_FLOAT3`` type for vertex
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buffers of triangle meshes.
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is no instance transform, the similarity scale is 1.
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The callback function will potentially be called for primitives outside
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the query domain for two resons: First, the callback is invoked for all
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the query domain for two reasons: First, the callback is invoked for all
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primitives inside a BVH leaf node since no geometry data of primitives
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is determined internally and therefore individual primitives are not
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culled (only their (aggregated) bounding boxes). Second, in case non
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similarity transformations are used, the resulting ellipsoidal query
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domain (in instance space) is approximated by its axis aligned bounding
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box internally and therefore inner nodes that do not intersect the
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original domain might intersect the approximative bounding box which
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results in unneccessary callbacks. In any case, the callbacks are
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results in unnecessary callbacks. In any case, the callbacks are
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conservative, i.e. if a primitive is inside the query domain a callback
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will be invoked but the reverse is not neccessarily true.
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will be invoked but the reverse is not necessarily true.
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For efficiency, the radius of the ``query`` object can be decreased (in
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world space) inside the callback function to improve culling of geometry
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be set either using ``rtcSetGeometryTransform`` or
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``rtcSetGeometryTransformQuaternion``. Mixing both representations is
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not allowed. Spherical linear interpolation will be used, iff the
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transformation matizes are set with
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transformation matrices are set with
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``rtcSetGeometryTransformQuaternion``.
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For an example of this feature see the tutorial `Quaternion Motion
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The ``rtcIntersect4``, ``rtcIntersect8`` and ``rtcIntersect16``
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functions may change the ray packet size and ray order when calling back
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into intersect filter functions or user geometry callbacks. Under some
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conditions the application can assume packets to stay intakt, which can
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conditions the application can assume packets to stay intact, which can
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determined by querying the
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``RTC_DEVICE_PROPERTY_NATIVE_RAY4_SUPPORTED``,
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``RTC_DEVICE_PROPERTY_NATIVE_RAY8_SUPPORTED``,
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The context is an necessary argument to
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`rtcPointQuery <#rtcpointquery>`__ and Embree internally uses the
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topmost instance tranformation of the stack to transform the point query
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topmost instance transformation of the stack to transform the point query
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into instance space.
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EXIT STATUS
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scaling or sheering. In these cases distance computations have to be
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performed in world space to ensure correctness and the ellipsoidal query
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domain (in instance space) will be approximated with its axis aligned
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bounding box interally. Therefore, the callback function might be
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bounding box internally. Therefore, the callback function might be
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invoked even for primitives in inner BVH nodes that do not intersect the
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query domain. See
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`rtcSetGeometryPointQueryFunction <#rtcsetgeometrypointqueryfunction>`__
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SUPPORTED PRIMITIVES
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^^^^^^^^^^^^^^^^^^^^
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Currenly, all primitive types are supported by the point query API
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Currently, all primitive types are supported by the point query API
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except of points (see
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`RTC_GEOMETRY_TYPE_POINT <#rtc_geometry_type_point>`__), curves (see
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`RTC_GEOMETRY_TYPE_CURVE <#rtc_geometry_type_curve>`__) and sudivision

source/elements/oneART/source/ispc.rst

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@@ -18,7 +18,7 @@ the hardware.
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ISPC compiles a C-based SPMD programming language to run on the
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SIMD units of CPUs and GPUs; it frequently provides a 3x or more
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speedup on architectures with 4-wide vector SSE units and 5x-6x on
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archituctures with 8-wide AVX vector units, without any of the difficulty
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architectures with 8-wide AVX vector units, without any of the difficulty
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of writing intrinsics code. Parallelization across multiple cores is
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also supported by ispc, making it possible to write programs that
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achieve performance improvement that scales by both number of

source/elements/oneART/source/oidn-spec.rst

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@@ -500,7 +500,7 @@ The albedo image is the feature image that usually provides the biggest quality
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[Example albedo image obtained using the first diffuse or glossy (non-delta) hit. Note that the albedos of perfect specular (delta) transparent surfaces are computed as the Fresnel blend of the reflected and transmitted albedos.][imgMazdaAlbedoNonDeltaHit]
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For simple matte surfaces this means using the diffuse color/texture as the albedo. For other, more complex surfaces it is not always obvious what is the best way to compute the albedo, but the denoising filter is flexibile to a certain extent and works well with differently computed albedos. Thus it is not necessary to compute the strict, exact albedo values but must be always between 0 and 1.
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For simple matte surfaces this means using the diffuse color/texture as the albedo. For other, more complex surfaces it is not always obvious what is the best way to compute the albedo, but the denoising filter is flexible to a certain extent and works well with differently computed albedos. Thus it is not necessary to compute the strict, exact albedo values but must be always between 0 and 1.
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For metallic surfaces the albedo should be either the reflectivity at normal incidence (e.g. from the artist friendly metallic Fresnel model) or the average reflectivity; or if these are constant (not textured) or unknown, the albedo can be simply 1 as well.
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source/elements/oneART/source/openvkl-spec.rst

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@@ -710,7 +710,7 @@ VDB volume objects support the following observers:
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+-----------+-------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| Name | Buffer Type | Description |
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+===========+=============+====================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================================+
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| InnerNode | float[] | Return an array of bounding boxes, along with value ranges, of inner nodes in the data structure. The bounding box is given in object space. For a volume with M attributes, the entries in this array are (6+2*M)-tuples ``(minX, minY, minZ, maxX, maxY, maxZ, lower_0, upper_0, lower_1, upper_1, ...)``. This is in effect a low resolution representation of the volume. The InnerNode observer can be parametrized using ``int maxDepth`` to control the depth at which inner nodes are returned. Note that the observer will also return leaf nodes or tiles at lower levels if they exist. |
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| InnerNode | float[] | Return an array of bounding boxes along with value ranges, of inner nodes in the data structure. The bounding box is given in object space. For a volume with M attributes, the entries in this array are (6+2*M)-tuples ``(minX, minY, minZ, maxX, maxY, maxZ, lower_0, upper_0, lower_1, upper_1, ...)``. This is in effect a low resolution representation of the volume. The InnerNode observer can be parameterized using ``int maxDepth`` to control the depth at which inner nodes are returned. Note that the observer will also return leaf nodes or tiles at lower levels if they exist. |
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VDB sampler objects support the following observers:

source/elements/oneART/source/ospray-spec.rst

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Cylinder Light
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~~~~~~~~~~~~~~
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The cylinder light is a cylinderical, procedural area light source emitting uniformly outwardly into the space beyond the boundary. It is created by passing the type string “``cylinder``” to ``ospNewLight``. The cylinder light supports ``OSP_INTENSITY_QUANTITY_POWER``, ``OSP_INTENSITY_QUANTITY_INTENSITY`` and ``OSP_INTENSITY_QUANTITY_RADIANCE`` (default) as ``intensityQuantity`` parameter. In addition to the `general parameters <#lights>`__ understood by all lights the cylinder light supports the following special parameters:
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The cylinder light is a cylindrical, procedural area light source emitting uniformly outwardly into the space beyond the boundary. It is created by passing the type string “``cylinder``” to ``ospNewLight``. The cylinder light supports ``OSP_INTENSITY_QUANTITY_POWER``, ``OSP_INTENSITY_QUANTITY_INTENSITY`` and ``OSP_INTENSITY_QUANTITY_RADIANCE`` (default) as ``intensityQuantity`` parameter. In addition to the `general parameters <#lights>`__ understood by all lights the cylinder light supports the following special parameters:
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.. table:: Special parameters accepted by the cylinder light.
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source/elements/oneVPL/include/vpl/mfxsurfacepool.h

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*/
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mfxU32 DeltaToAllocateOnTheFly;
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union {
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mfxVPPPoolType VPPPoolType; /*!< Defines what VPP pool is targeted - input or ouput. Ignored for other components. */
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mfxVPPPoolType VPPPoolType; /*!< Defines what VPP pool is targeted - input or output. Ignored for other components. */
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mfxU32 reserved;
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};
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mfxU32 Wait; /*!< Time in milliseconds for GetSurfaceForXXX() and DecodeFrameAsync functions to wait until surface will be available. */

source/elements/oneVPL/source/API_ref/VPL_disp_api_def.rst

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@@ -27,7 +27,7 @@ MFX_STRFIELD_LEN
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.. doxygendefine:: MFX_STRFIELD_LEN
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:project: oneVPL
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Helper macro defintions to add property with single value.
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Helper macro definitions to add property with single value.
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MFX_ADD_PROPERTY_U32
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--------------------
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.. doxygendefine:: MFX_ADD_PROPERTY_PTR
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:project: oneVPL
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Helper macro defintions to update existing property.
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Helper macro definitions to update existing property.
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MFX_UPDATE_PROPERTY_U32
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MFX_UPDATE_PROPERTY_PTR
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-----------------------
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.. doxygendefine:: MFX_UPDATE_PROPERTY_PTR
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:project: oneVPL
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:project: oneVPL

source/elements/oneVPL/source/programming_guide/VPL_prg_decoding.rst

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@@ -78,7 +78,7 @@ release working surface after :cpp:func:`MFXVideoDECODE_DecodeFrameAsync` call.
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reference counter of working surface returned by
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After :cpp:func:`MFXVideoCORE_SyncOperation` to decrease
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reference counter of ouput surface returned by
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reference counter of output surface returned by
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:cpp:func:`MFXVideoDECODE_DecodeFrameAsync`.
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.. literalinclude:: ../snippets/prg_decoding.c

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