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Tutorials
ISET3D ships with a large collection of short teaching scripts under
tutorials/ in the
ISET3D repository. Each one is meant to be read and run — they're the
fastest way to see a specific piece of the API in action. This page is an
index into them, organized by topic.
If you haven't rendered anything locally yet, start with Getting Started first.
Run these five first. They introduce the recipe object, basic rendering, and the controls you'll reuse everywhere else, and are intentionally small — low resolution, few rays per pixel — so each one runs quickly.
- t_piIntro_chess.m — render the chess set, set basic render quality, inspect depth.
- t_piIntro_camera.m — the default perspective camera, field of view, film resolution.
- t_piIntro_illumination.m — replace the default lighting and inspect illuminant spectra.
- t_piIntro_material.m — create a material, assign it to an object, check luminance.
- t_piIntro_texture.m — add a material preset with a texture and render the result.
For the concepts behind what these scripts are doing, see Recipe Workflow.
Once the opening path works, pick a topic:
- Camera and Optics — pinhole vs. lens cameras, field of view, film, focus, motion blur, light fields.
- Assets and Transforms — the asset tree, finding objects, translate/rotate/scale, copying, motion.
- Materials and Textures — assigning and editing materials, presets, procedural and image-map textures.
- Lights and Skymaps — point/spot/area/environment lights, spectra, arrays, skymaps.
- Human Eye (sceneEye) — the Navarro, Arizona, and LeGrand schematic eye models.
- Scenes and Assets — where scenes come from, scene instances, render-quality parameters.
These pages link straight to each tutorial's .m source on GitHub, which
renders as ordinary syntax-highlighted code. ISET3D can also publish a
tutorial as a self-contained HTML page with embedded figures (iePublish —
see the publishing-tutorials-examples skill), but none are published in
the repository yet, so that upgrade is left for later.