| Preface |
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xv | |
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1 | (10) |
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Realistic Image Synthesis |
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2 | (1) |
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3 | (4) |
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4 | (1) |
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Finite Element Radiosity Techniques |
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5 | (1) |
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Hybrid and Multi-Pass Techniques |
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6 | (1) |
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7 | (1) |
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7 | (4) |
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Fundamentals of Global Illumination |
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11 | (22) |
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11 | (2) |
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13 | (4) |
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13 | (2) |
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15 | (1) |
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16 | (1) |
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17 | (1) |
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18 | (9) |
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18 | (1) |
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19 | (1) |
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20 | (1) |
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21 | (1) |
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22 | (2) |
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24 | (3) |
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27 | (3) |
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29 | (1) |
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29 | (1) |
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Path Integral Formulation |
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30 | (1) |
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30 | (3) |
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33 | (18) |
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34 | (3) |
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36 | (1) |
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37 | (6) |
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42 | (1) |
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Bidirectional Path Tracing |
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43 | (4) |
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47 | (1) |
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Metropolis Light Transport |
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47 | (4) |
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50 | (1) |
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The Photon-Mapping Concept |
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51 | (4) |
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51 | (2) |
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53 | (1) |
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54 | (1) |
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55 | (12) |
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55 | (5) |
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56 | (1) |
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57 | (1) |
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58 | (1) |
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58 | (1) |
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58 | (1) |
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59 | (1) |
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59 | (1) |
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60 | (4) |
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60 | (1) |
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60 | (1) |
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Arbitrary BRDF Reflection |
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61 | (1) |
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61 | (3) |
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64 | (3) |
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The Photon Map Data Structure |
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67 | (8) |
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67 | (2) |
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69 | (1) |
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70 | (2) |
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71 | (1) |
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71 | (1) |
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Locating the Nearest Photons Efficiently |
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72 | (3) |
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72 | (3) |
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75 | (10) |
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75 | (2) |
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77 | (3) |
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80 | (1) |
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80 | (3) |
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81 | (1) |
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82 | (1) |
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83 | (1) |
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83 | (2) |
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Visualizing the Photon Map |
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85 | (10) |
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86 | (1) |
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87 | (2) |
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Excluding Direct Illumination |
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89 | (1) |
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89 | (2) |
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91 | (4) |
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91 | (1) |
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91 | (1) |
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Caustics on a Non-Lambertian Surface |
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92 | (1) |
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A Glass of Cognac on a Rough Surface |
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92 | (3) |
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A Practical Two-Pass Algorithm |
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95 | (18) |
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95 | (1) |
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Solving the Rendering Equation |
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96 | (1) |
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97 | (3) |
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97 | (2) |
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99 | (1) |
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100 | (4) |
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101 | (1) |
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Specular and Glossy Reflection |
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102 | (1) |
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102 | (1) |
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Multiple Diffuse Reflections |
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103 | (1) |
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104 | (9) |
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The Four Rendering Components |
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105 | (1) |
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105 | (1) |
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106 | (4) |
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Global Illumination on a Point Cloud |
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110 | (1) |
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110 | (1) |
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111 | (2) |
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113 | (26) |
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Light Scattering in Participating Media |
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114 | (1) |
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The Volume Rendering Equation |
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115 | (1) |
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115 | (4) |
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116 | (1) |
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The Henyey-Greenstein Phase Function |
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116 | (1) |
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The Schlick Phase Function |
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117 | (1) |
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118 | (1) |
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119 | (2) |
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121 | (1) |
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121 | (3) |
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123 | (1) |
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123 | (1) |
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123 | (1) |
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The Volume Radiance Estimate |
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124 | (1) |
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Rendering Participating Media |
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125 | (2) |
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127 | (2) |
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127 | (1) |
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128 | (1) |
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129 | (10) |
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129 | (1) |
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Smoke Flowing past a Sphere |
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129 | (1) |
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130 | (1) |
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130 | (4) |
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A Weathered Granite Sphinx |
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134 | (1) |
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A Translucent Marble Bust |
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135 | (4) |
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139 | (14) |
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139 | (5) |
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142 | (1) |
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Irradiance Caching and Photon Mapping |
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143 | (1) |
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144 | (1) |
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145 | (2) |
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147 | (1) |
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Efficient Stratification of Photons |
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147 | (1) |
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Faster Shadows with Shadow Photons |
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148 | (3) |
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151 | (1) |
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151 | (2) |
| A Basic Monte Carlo Integration |
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153 | (4) |
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A.1 The Sample Mean Method |
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153 | (1) |
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A.2 Variance-Reduction Techniques |
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154 | (3) |
| B A Photon Map Implementation in C++ |
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157 | (10) |
| C A Cognac Glass Model |
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167 | (2) |
| Bibliography |
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169 | (12) |
| Index |
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181 | |