OpenGL doesn't do raytracing where you have a ray origin and direction though, so you wouldn't have seen it there.
Using the full terms or shortening them to Dir and Orig are more conventional in my experience.
It gets even more fun when you get to evaluating BSDFs for materials and you have variables like wi, wo, and different people use them in different ways :)
Using the full terms or shortening them to Dir and Orig are more conventional in my experience.
It gets even more fun when you get to evaluating BSDFs for materials and you have variables like wi, wo, and different people use them in different ways :)