<scene>

  <image>1 1</image>

  <sampler type="JitteredSampler">
    <numSamplesU>300</numSamplesU>
    <numSamplesV>300</numSamplesV>
  </sampler>

  <renderer type="KajiyaMediumPathTracer">
    <depthLimit>20</depthLimit>
    <directIlluminator type="LuminairesIlluminator" />
  </renderer>
  <renderer type="DirectOnlyMediumRenderer">
    <directIlluminator type="LuminairesIlluminator" />
  </renderer>

  <!-- camera at 60 degrees -->
  <camera>
    <eye>-866 500 0</eye>
    <target>0 0 0</target>
    <up>0 1 0</up>
    <yFOV>0.01</yFOV>
  </camera>

  <!-- light source producing normal irradiance pi -->
  <surface type="Sphere">
    <material type="LambertianEmitter">
      <radiance>100000000 100000000 100000000</radiance>
    </material>
    <center>866 500 0</center>
    <radius>0.1</radius>
  </surface>

  <!--
    This is a great big block of medium, 10^4 m.f.p thick.  Its
    single-scattering reflectance from Seeliger's law should be
    1 / (4 pi (mu_i + mu_r)), resulting in reflected radiance of
    0.125 for our scene.  Its multiple-scattering reflectance
    should be 1.000.
  -->

  <!-- Lambertian surface to confirm irradiance -->
  <!--surface type="Triangle">
    <material name="grey" type="Homogeneous">
      <brdf type="Lambertian">
	<reflectance>1 1 1</reflectance>
      </brdf>
    </material>
    <v0>   0   0  500.0</v0>
    <v1> 433.0 0 -250.0</v1>
    <v2>-433.0 0 -250.0</v2>
  </surface-->

  <medium type="HomogeneousMedium">
    <minPt>-100 -100 -100</minPt>
    <maxPt>100 0 100</maxPt>
    <absorptionCoefficient>0 0 0</absorptionCoefficient>
    <scatteringCoefficient>10 10 10</scatteringCoefficient>
  </medium>
</scene>
