Realistic Ray Tracing Second Edition

Author: Peter Shirley
Publisher: A K Peters, Ltd.
ISBN: 9781568814612
Release Date: 2008-12-19
Genre: Computers

Concentrating on the "nuts and bolts" of writing ray tracing programs, this new and revised edition emphasizes practical and implementation issues and takes the reader through all the details needed to write a modern rendering system. Most importantly, the book adds many C++ code segments, and adds new details to provide the reader with a better intuitive understanding of ray tracing algorithms.

Ray Tracing from the Ground Up

Author: Kevin Suffern
Publisher: CRC Press
ISBN: 9781498774703
Release Date: 2016-03-09
Genre: Computers

With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid of hundreds of diagrams, ray-traced images, and sample code. It is suitable for undergraduate and graduate computer graphics courses and for individual programmers who would like to learn ray tracing.

Advanced Global Illumination Second Edition

Author: Philip Dutre
Publisher: CRC Press
ISBN: 9781498785624
Release Date: 2016-04-08
Genre: Computers

This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.

Physically Based Rendering

Author: Matt Pharr
Publisher: Morgan Kaufmann
ISBN: 9780123750792
Release Date: 2010
Genre: Computers

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. New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Please visit, www.pbrt.org. Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.

An Introduction to Ray Tracing

Author: Andrew S. Glassner
Publisher: Elsevier
ISBN: 9780080499055
Release Date: 1989-06-01
Genre: Computers

The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics. An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. Provides practical "how-to" information Contains high quality color plates of images created using ray tracing techniques Progresses from a basic understanding to the advanced science and application of ray tracing

Real Time Rendering Third Edition

Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 9781498785631
Release Date: 2016-04-08
Genre: Computers

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

Realistic Image Synthesis Using Photon Mapping

Author: Henrik Wann Jensen
Publisher: A K Peters/CRC Press
ISBN: 1568811470
Release Date: 2001-07-18
Genre: Computers

Photon mapping, an extension of ray tracing, makes it possible to efficiently simulate global illumination in complex scenes. Photon mapping can simulate caustics (focused light, like shimmering waves at the bottom of a swimming pool), diffuse inter-reflections (e.g., the "bleeding" of colored light from a red wall onto a white floor, giving the floor a reddish tint), and participating media (such as clouds or smoke). This book is a practical guide to photon mapping; it provides the theory and practical insight necessary to implement photon mapping and simulate all types of direct and indirect illumination efficiently.

Introduction to Seismology

Author: Peter M. Shearer
Publisher: Cambridge University Press
ISBN: 9781139478755
Release Date: 2009-06-11
Genre: Science

This book provides an approachable and concise introduction to seismic theory, designed as a first course for undergraduate students. It clearly explains the fundamental concepts, emphasizing intuitive understanding over lengthy derivations. Incorporating over 30% new material, this second edition includes all the topics needed for a one-semester course in seismology. Additional material has been added throughout including numerical methods, 3-D ray tracing, earthquake location, attenuation, normal modes, and receiver functions. The chapter on earthquakes and source theory has been extensively revised and enlarged, and now includes details on non-double-couple sources, earthquake scaling, radiated energy, and finite slip inversions. Each chapter includes worked problems and detailed exercises that give students the opportunity to apply the techniques they have learned to compute results of interest and to illustrate the Earth's seismic properties. Computer subroutines and datasets for use in the exercises are available at www.cambridge.org/shearer.

Fundamentals of Computer Graphics Fourth Edition

Author: Steve Marschner
Publisher: CRC Press
ISBN: 9781498785907
Release Date: 2016-04-08
Genre: Computers

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.

Practical Algorithms for 3D Computer Graphics Second Edition

Author: R. Stuart Ferguson
Publisher: CRC Press
ISBN: 9781466582521
Release Date: 2013-12-19
Genre: Computers

Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.

OpenGL Development Cookbook

Author: Muhammad Mobeen Movania
Publisher: Packt Publishing Ltd
ISBN: 9781849695053
Release Date: 2013-01-01
Genre: Computers

The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations.

Digital Lighting Rendering

Author: Jeremy Birn
Publisher: Pearson Education
ISBN: 9780321928986
Release Date: 2014
Genre: Computers

Provides information on lighting and rendering techniques to create realistic illumination, shadows, and textures.

Mathematics for 3D Game Programming and Computer Graphics Third Edition

Author: Eric Lengyel
Publisher: Cengage Learning
ISBN: 9781435458871
Release Date: 2012
Genre: Computer games

This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv