<scene>

  <!--
      Test scene that illuminates a teapot from a large, distant
      square that subtends the same angle as one face of a cube
      map.  Scene consists of a blue teapot sitting on a gray
      triangle.
    -->

  <image>
    320 180
  </image>

  <sampler type="JitteredSampler">
    <numSamplesU>10</numSamplesU>
    <numSamplesV>10</numSamplesV>
  </sampler>
<!--
  <sampler type="IndependentSampler">
    <numSamples>100</numSamples>
  </sampler>
-->
  <renderer type="DirectOnlyRenderer">
    <!--directIlluminator type="ProjSolidAngleIlluminator" /-->
    <directIlluminator type="LuminairesIlluminator" />
  </renderer>

  <camera>
    <eye>8 6 10</eye>
    <target>0 0.5 0</target>
    <up>0 1 0</up>
    <yFOV>15</yFOV>
  </camera>

  <material name="blue" type="Homogeneous">
    <brdf type="Lambertian">
      <reflectance>0.2 0.4 0.8</reflectance>
    </brdf>
  </material>
  <material name="grey" type="Homogeneous">
    <brdf type="Lambertian">
      <reflectance>0.4 0.4 0.4</reflectance>
    </brdf>
  </material>

  <surface type="Mesh">
    <material ref="blue" />
    <frame>
      0.1 0 0 0 
      0 0 0.1 0
      0 -0.1 0 0 
    </frame>
    <data>teapot.msh</data>
  </surface>

  <surface type="Triangle">
    <material ref="grey" />
    <v0>0 0 5</v0>
    <v1>4.330 0 -2.5</v1>
    <v2>-4.330 0 -2.5</v2>
  </surface>

  <!-- These two triangles amount to a large square that subtends
       1/6 of the sphere. -->

  <material name="luminaire" type="LambertianEmitter">
    <radiance>1 1 1</radiance>
  </material>

  <surface type="Triangle">
    <material ref="luminaire" />
    <v0>1000 -1000 -1000</v0>
    <v1>1000 -1000  1000</v1>
    <v2>1000  1000  1000</v2>
  </surface>
  <surface type="Triangle">
    <material ref="luminaire" />
    <v0>1000 -1000 -1000</v0>
    <v1>1000  1000  1000</v1>
    <v2>1000  1000 -1000</v2>
  </surface>

</scene>
