-input <filename> | the input scene |
-output <filename> | where the raytraced image should be saved |
-size <width> <height> | the resolution of the output |
-depth <filename> <t0> <t1> | where the depth visualization image should be saved, and the range of t values which should be represented with shades of grey |
-normals <filename> | where the surface normal visualization image should be saved |
-shade_back | perform lighting calculations for both sides of the objects default: light only the "front" side |
-gui | previsualize this scene with OpenGL |
-tessellation <num theta> <num phi> | resolution of sphere primitive polygonization in OpenGL previsualization |
-gouraud | use gouraud interpolation to previsualize sphere primitives default: use flat (polygonal) shading |
-bounces <num> | maximum number of bounces traced per eye ray |
-weight <weight> | the recursive ray tree is pruned for branches which contribute less than this amount to the final pixel color |
-grid <nx> <ny> <nz> | the size of the grid |
-visualize_grid | visualize the occupied grid cells |
-visualize_grid_count | OPTIONAL: visualize the number of elements per grid cell |
key 'r' | render the scene |
key 't' | visualize the ray tree for the pixel rotate the scene after pressing this button to see the ray tree |