![]() 作者:Suffern, Kevin 出版社: A K Peters Ltd 出版年: 2007-9 页数: 784 定价: $ 110.68 装帧: HRD ISBN: 9781568812724 内容简介 · · · · · ·This book describes the step-by-step process of writing a ray tracer from scratch. Using numerous examples that illustrate the ray-tracing concept and processes in detail, the author presents a ray-tracer design and sample code that allows for extensibility, efficiency of the algorithms, and readability. Chapters begin with stated aims and include questions and exercises that a... 作者简介 · · · · · ·Kevin Suffern is a Senior Lecturer in the Faculty of Information Technology at the University of Technology, Sydney (UTS), where he has been teaching since 1982. In 2003 he won an Individual Teaching Award for outstanding achievement in teaching computer graphics, in particular ray tracing. His artwork, which is produced using the ray tracer described in the book, has won two i... 目录 · · · · · ·Forward by Erick ReinhardPreface Acknowledgments 1 Design and Programming 1.1 General Approaches 1.2 Inheritance · · · · · ·() Forward by Erick Reinhard Preface Acknowledgments 1 Design and Programming 1.1 General Approaches 1.2 Inheritance 1.3 Language 1.4 Building Scenes 1.5 The User Interface 1.6 Skeleton Ray Tracer 1.7 Developing the Ray Tracer 1.8 Floats or Doubles 1.9 Efficiency Issues 1.10 Coding style 1.11 Debugging Further Reading 2 Some Essential Mathematics 2.1 Sets 2.2 Intervals 2.3 Angles 2.4 Trigonometry 2.5 Coordinate systems 2.6 Vectors 2.7 Points 2.8 Normals 2.9 Mathematical Surfaces 2.10 Solid Angle 2.11 Random Numbers 2.12 Orthonormal Bases and Frames 2.13 Geometric Series 2.14 The Dirac Delta Function Further Reading Questions Exercises 3 Bare-Bones Ray Tracing 3.1 How Ray Tracing Works 3.2 The World 3.3 Rays 3.4 Ray-Object Intersections 3.5 Representing Colors 3.6 A Bare-Bones Ray Tracer 3.7 Tracers 3.8 Color Display 3.9 Ray Tracing Multiple Objects Notes and Discussion Further Reading Questions Exercises 4 Antialiasing 4.1 Aliasing Effects 4.2 Remedies 4.3 Antialiasing Fine Detail 4.4 Filtering Further Reading Questions Exercises 5 Sampling Techniques 5.1 A Sampling Architecture 5.2 Characteristics of Good Sampling 5.3 Sampling Patterns 5.4 Shuffling the Indices 5.5 Some Results Notes and Discussion Further Reading Questions Exercises 6 Mapping Samples to a Disk 6.1 Rejection Sampling 6.2 The Concentric Map Further Reading Questions Exercises 7 Mapping Samples to a Hemisphere 7.1 Cosine Distributions 7.2 Mapping Theory 7.3 Implementation 7.4 Results Further Reading Exercises 8 Perspective Viewing 8.1 Definitions 8.2 Properties of Perspective Projections 8.3 Axis-Aligned Perspective Viewing 8.4 Implementation 8.5 Processes and Results 8.6 Perspective Distortion Further Reading Questions Exercises 9 A Practical Viewing System 9.1 Description 9.2 The User Interface 9.3 Viewing Coordinates 9.4 Primary-Ray Calculation 9.5 Implementation 9.6 Examples 9.7 Zooming 9.8 The roll angle 9.9 The singularity Further Reading Questions Exercises 10 Depth of Field 10.1 Thin Lens Theory 10.2 Simulation 10.3 Implementation 10.4 Results Further Reading Questions Exercises 11 Non-Linear Projections 11.1 Fisheye Projection 11.2 Spherical Panoramic Projection Further Reading Questions Exercises 12 Stereoscopy 12.1 Parallax 12.2 Camera Arrangements 12.3 The Stereo Camera 12.4 Stereo-Pair Display and Viewing 12.5 Implementation 12.6 Results Notes and Discussion Further Reading Questions Exercises 13 Theoretical Foundations 13.1 Radiometric Quantities 13.2 Angular Dependence of Irradiance 13.3 Notation and Sign Conventions 13.4 Radiance and Irradiance 13.5 Spectral Representation 13.6 BRDFs 13.7 Reflectance 13.8 The Perfect Diffuse BRDF 13.9 The BRDF Classes 13.10 The Rendering Equation 13.11 Monte Carlo Integration Further Reading Exercises 14 Lights and Materials 14.1 Illumination and Reflection 14.2 Lights 14.3 Light Classes 14.4 The World and ShadeRec classes 14.5 Tracers 14.6 Diffuse Shading 14.7 Materials 14.8 An Example 14.9 Out-of-Gamut Colors Further Reading Questions Exercises 15 Specular reflection 15.1 Modeling 15.2 Implementation 15.3 It Depends on the Viewer 15.4 Colored Highlights 15.5 Highlights and Overflow 15.6 Other Reflection Models Further Reading Questions Exercises 16 Shadows 16.1 Why Shadows Are Important 16.2 Definitions 16.3 Implementation 16.4 The Epsilon Factor 16.5 Examples 16.6 Costs 16.7 Shadowing Options Further Reading Questions Exercises 17 Ambient Occlusion 17.1 Modeling 17.2 Implementation 17.3 A Simple Scene 17.4 Two-Sided Objects 17.5 Other Scenes Notes and Discussion Further Reading Questions Exercises 18 Area Lights 18.1 Area-Lighting Architecture 18.2 Direct Rendering 18.3 Estimating Direct Illumination 18.4 The Area-Lighting Tracer 18.5 The Emissive Material 18.6 Other Materials 18.7 The Geometric Object Classes 18.8 The Area Light Class 18.9 Example Images 18.10 Environment Lights Notes and Discussion Further Reading Questions Exercises 19 Ray-Object Intersections 19.1 Bounding Boxes 19.2 Axis-Aligned Boxes 19.3 Triangles 19.4 Other Objects 19.5 Generic Objects 19.6 Shading Issues 19.7 Part objects 19.8 Compound Objects Further Reading Questions Exercises 20 Affine Transformations 20.1 2D Transformations 20.2 3D Homogeneous Coordinates 20.3 3D Transformations 20.4 Composition of Transformations 20.5 Inverse Transformations 20.6 Rotation about an Arbitrary Line Further Reading Questions Exercises 21 Transforming Objects 21.1 Intersecting Transformed Objects 21.2 Transforming Normals 21.3 Directly Transforming Objects 21.4 Instancing 21.5 Beveled Objects Further Reading Notes and Discussion Questions Exercises 22 Regular Grids 22.1 Description 22.2 Construction 22.3 Traversal 22.4 Testing 22.5 Grids and Transformed Objects 22.6 Comparison with BVHs Further Reading Questions Exercises 23 Triangle Meshes 23.1 Tessellating a Sphere 23.2 A Mesh Data Structure 23.3 PLY Files 23.4 Examples 23.5 Hierarchical Instance Grids Further Reading Questions Exercises 24 Mirror Reflection 24.1 The Illumination Model 24.2 Implementation 24.3 Reflective Objects 24.4 Inconsistencies 24.5 Colored Reflectors 24.6 Real and Virtual Images 24.7 Examples Further Reading Questions Exercises 25 Glossy Reflection 25.1 Modeling 25.2 Implementation 25.3 Results Further Reading Questions Exercises 26 Global Illumination 26.1 Light Transport 26.2 Path Tracing 26.3 Results 26.4 Sampling the Lights Notes and Discussion Further Reading Questions Exercises 27 Simple Transparency 27.1 Index of Refraction 27.2 Surface Physics and Refraction 27.3 Total Internal Reflection 27.4 The Illumination Model 27.5 Practical Aspects 27.6 Implementation 27.7 Transparent Spheres 27.8 Transparent Compound Objects 27.9 Leaving Out the Etas Further Reading Questions Exercises 28 Realistic Transparency 28.1 The Fresnel Equations 28.2 Color Filtering 28.3 Implementation 28.4 Images 28.5 Transparent Boxes 28.6 Transparent Spheres 28.7 A Glass of Water 28.8 Fish Bowls 28.9 Caustics Further Reading Questions Exercises 29 Texture Mapping 29.1 Introduction 29.2 Implementing Textures 29.3 Mapping Techniques 29.4 Implementing the Mappings 29.5 Antialiasing 29.6 Triangle Meshes Further Reading Questions Exercises 30 Procedural Textures 30.1 Introduction 30.2 Checker Textures 30.3 Textures and Transformations Further Reading Questions Exercises 31 Noise-Based Textures 31.1 Lattice Noises 31.2 Interpolation Techniques 31.3 Sums of Noise Functions 31.4 Basic Noise Textures 31.5 Wrapped Noise Textures 31.6 Marble 31.7 Sandstone Further Reading Questions Exercises References Index · · · · · · () |
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