README
1.
Introduction
❱
1.1.
How to Build
1.2.
How to Install
1.3.
Getting Started
1.4.
How to use RAYX-UI
1.5.
RAYX Commands
1.6.
Literature
1.7.
Style Guide
2.
Model
❱
2.1.
Beamline Objects
❱
2.1.1.
Optical Elements
❱
2.1.1.1.
Cone Mirror
2.1.1.2.
Cylinder Mirror
2.1.1.3.
Ellipsoid Mirror
2.1.1.4.
Image Plane
2.1.1.5.
Paraboloid Mirror
2.1.1.6.
Plane Mirror
2.1.1.7.
Plane Grating
2.1.1.8.
Sphere Mirror
2.1.1.9.
Sphere Grating
2.1.1.10.
Slit
2.1.1.11.
Toroid Mirror
2.1.1.12.
Toroid Grating
2.1.1.13.
Reflection Zone Plate (RZP)
2.1.2.
Light Sources
❱
2.1.2.1.
Circle Source
2.1.2.2.
Dipole Source
2.1.2.3.
Matrix Source
2.1.2.4.
Pixel Source
2.1.2.5.
Point Source
2.1.2.6.
Simple Undulator Source
2.1.3.
Beamline Parameter
2.2.
User vs Model Parameter
2.3.
Ray generation
2.4.
PRNGs on the GPU
2.5.
Transformation between coordinate systems
2.6.
Quad(ric) Function
2.7.
Efficiency calculations
2.8.
Events
3.
Tools
❱
3.1.
Code Coverage
3.2.
Debugging
3.3.
How to use Doxygen
3.4.
How to use our Formatter
3.5.
Testing
3.6.
RAYX Profiling
4.
Vulkan
❱
4.1.
Vulkan Tracer (rayx)
4.2.
Vulkan Shader Split
4.3.
Vulkan Beyond
5.
RAYX-UI
❱
5.1.
Triangulation
Light
Rust
Coal
Navy
Ayu
RAYX Wiki
Model
In this section you can find formulas, methods and ideas used to develop RAYX.