Physically Based Rendering : From Theory To Implementation


Matt. Pharr
Bok Engelsk 2004 · Electronic books.
Annen tittel
Utgitt
Burlington : : Elsevier Science, , 2004.
Omfang
1 online resource (1200 p.)
Utgave
2nd ed.
Opplysninger
Description based upon print version of record.. - Front Cover; Physically Based Rendering: From Theory to Implementation; Copyright Page; Dedication; About the Authors; Contents; Preface; Audience; Overview and Goals; Changes Since the First Edition; Acknowledgments; About the Cover; Additional Reading; Chapter One: Introduction; 1.1 Literate Programming; 1.2 Photorealistic Rendering and the Ray-Tracing Algorithm; 1.3 pbrt: System Overview; 1.4 How to Proceed Through this Book; 1.5 Using and Understanding the Code; Further Reading; Exercise; Chapter Two: Geometry and Transformations; 2.1 Coordinate Systems; 2.2 Vectors; 2.3 Points. - 10.3 Texture Interface and Basic Textures10.4 Image Texture; 10.5 Solid and Procedural Texturing; 10.6 Noise; Further Reading; Exercises; Chapter Eleven: Volume Scattering; 11.1 Volume Scattering Processes; 11.2 Phase Functions; 11.3 Volume Interface and Homogeneous Media; 11.4 Varying-Density Volumes; 11.5 Volume Aggregates; 11.6 The BSSRDF; Further Reading; Exercises; Chapter Twelve: Light Sources; 12.1 Light Interface; 12.2 Point Lights; 12.3 Distant Lights; 12.4 Area Lights; 12.5 Infinite Area Lights; Further Reading; Exercises; Chapter Thirteen: Monte Carlo Integration I: Basic Concepts. - 13.1 Background and Probability Review. - 2.4 Normals2.5 Rays; 2.6 Three-Dimensional Bounding Boxes; 2.7 Transformations; 2.8 Applying Transformations; 2.9 Animating Transformations; 2.10 Differential Geometry; Further Reading; Exercises; Chapter Three: Shapes; 3.1 Basic Shape Interface; 3.2 Spheres; 3.3 Cylinders; 3.4 Disks; 3.5 Other Quadrics; 3.6 Triangles and Meshes; 3.7 Subdivision Surfaces; Further Reading; Exercises; Chapter Four: Primitives and Intersection Acceleration; 4.1 Primitive Interface and Geometric Primitives; 4.2 Aggregates; 4.3 Grid Accelerator; 4.4 Bounding Volume Hierarchies; 4.5 Kd-Tree Accelerator. - 4.6 Debugging AggregatesFurther Reading; Exercises; Chapter Five: Color and Radiometry; 5.1 Spectral Representation; 5.2 The SampledSpectrum Class; 5.3 RGBSpectrum Implementation; 5.4 Basic Radiometry; 5.5 Working with Radiometric Integrals; 5.6 Surface Reflection; Further Reading; Exercises; Chapter Six: Camera Models; 6.1 Camera Model; 6.2 Projective Camera Models; 6.3 Environment Camera; Further Reading; Exercises; Chapter Seven: Sampling and Reconstruction; 7.1 Sampling Theory; 7.2 Image Sampling Interface; 7.3 Stratified Sampling; 7.4 Low-Discrepancy Sampling. - 7.5 Best-Candidate Sampling Patterns7.6 Adaptive Sampling; 7.7 Image Reconstruction; 7.8 Film and The Imaging Pipeline; Further Reading; Exercises; Chapter Eight: Reflection Models; 8.1 Basic Interface; 8.2 Specular Reflection and Transmission; 8.3 Lambertian Reflection; 8.4 Microfacet Models; 8.5 Fresnel Incidence Effects; 8.6 Measured BRDFs; Further Reading; Exercises; Chapter Nine: Materials; 9.1 BSDFs; 9.2 Material Interface and Implementations; 9.3 Bump Mapping; Further Reading; Exercises; Chapter Ten: Texture; 10.1 Sampling and Antialiasing; 10.2 Texture Coordinate Generation. - Physically Based Rendering, 2nd Edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method - known as 'literate programming'- combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery. Ne
Emner
Sjanger
Dewey
ISBN
9780123750792

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