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Realistic Image Synthesis Using Photon Mapping,9781568811475
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Realistic Image Synthesis Using Photon Mapping


Author(s): Jensen, Henrik Wann
ISBN10:  1568811470
ISBN13:  9781568811475
Format:  Hardcover
Pub. Date:  7/1/2001
Publisher(s): A K Peters Ltd

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SummaryTable of Contents
A computer graphics text explaining the essential keys to creating realistic three-dimensional images. Provides both the theory and the practical insight needed to implement photon mapping and to realistically simulate all types of direct and indirect illumination. DLC: Computer graphics.
Preface xv
Introduction
1(10)
Realistic Image Synthesis
2(1)
Global Illumination
3(4)
Ray-Tracing Techniques
4(1)
Finite Element Radiosity Techniques
5(1)
Hybrid and Multi-Pass Techniques
6(1)
Photon Mapping
7(1)
Overview of This Book
7(4)
Fundamentals of Global Illumination
11(22)
The Nature of Light
11(2)
Lighting Terminology
13(4)
Radiometry
13(2)
Photometry
15(1)
The Solid Angle
16(1)
Light Emission
17(1)
Light Scattering
18(9)
The BSSRDF
18(1)
The BRDF
19(1)
The Reflectance
20(1)
Diffuse Reflection
21(1)
Specular Reflection
22(2)
Reflection Models
24(3)
The Rendering Equation
27(3)
The Radiosity Equation
29(1)
Neumann Series Expansion
29(1)
Path Integral Formulation
30(1)
Light Transport Notation
30(3)
Monte Carlo Ray Tracing
33(18)
Classic Ray Tracing
34(3)
Algorithm
36(1)
Path Tracing
37(6)
Algorithm
42(1)
Bidirectional Path Tracing
43(4)
Algorithm
47(1)
Metropolis Light Transport
47(4)
Algorithm
50(1)
The Photon-Mapping Concept
51(4)
Motivation
51(2)
Developing the Model
53(1)
Overview
54(1)
Photon Tracing
55(12)
Photon Emission
55(5)
Diffuse Point Light
56(1)
Spherical Light
57(1)
Square Light
58(1)
Directional Light
58(1)
Complex Light
58(1)
Multiple Lights
59(1)
Projection Maps
59(1)
Photon Scattering
60(4)
Specular Reflection
60(1)
Diffuse Reflection
60(1)
Arbitrary BRDF Reflection
61(1)
Russian Roulette
61(3)
Photon Storing
64(3)
The Photon Map Data Structure
67(8)
The Data Structure
67(2)
Photon Representation
69(1)
The Balanced Kd-Tree
70(2)
Memory Layout
71(1)
Balancing Algorithm
71(1)
Locating the Nearest Photons Efficiently
72(3)
Algorithm
72(3)
The Radiance Estimate
75(10)
Density Estimation
75(2)
Derivation
77(3)
Algorithm
80(1)
Filtering
80(3)
The Cone Filter
81(1)
The Gaussian Filter
82(1)
Differential Checking
83(1)
Photon Gathering
83(2)
Visualizing the Photon Map
85(10)
Rendering Caustics
86(1)
Rendering Color Bleeding
87(2)
Excluding Direct Illumination
89(1)
Fast Approximations
89(2)
Caustics Examples
91(4)
Reflection Inside a Ring
91(1)
Prism with Dispersion
91(1)
Caustics on a Non-Lambertian Surface
92(1)
A Glass of Cognac on a Rough Surface
92(3)
A Practical Two-Pass Algorithm
95(18)
Overview
95(1)
Solving the Rendering Equation
96(1)
Pass 1: Photon Tracing
97(3)
The Caustics Photon Map
97(2)
The Global Photon Map
99(1)
Pass 2: Rendering
100(4)
Direct Illumination
101(1)
Specular and Glossy Reflection
102(1)
Caustics
102(1)
Multiple Diffuse Reflections
103(1)
Examples
104(9)
The Four Rendering Components
105(1)
Fractal Box
105(1)
Box with Water
106(4)
Global Illumination on a Point Cloud
110(1)
A Mountain Landscape
110(1)
The Courtyard House
111(2)
Mies van der Rohe
Participating Media
113(26)
Light Scattering in Participating Media
114(1)
The Volume Rendering Equation
115(1)
The Phase Function
115(4)
Isotropic Scattering
116(1)
The Henyey-Greenstein Phase Function
116(1)
The Schlick Phase Function
117(1)
Other Phase Functions
118(1)
Ray Marching
119(2)
Adaptive Ray Marching
121(1)
Photon Tracing
121(3)
Photon Scattering
123(1)
Photon Storing
123(1)
Photon Emission
123(1)
The Volume Radiance Estimate
124(1)
Rendering Participating Media
125(2)
Subsurface Scattering
127(2)
Photon Tracing
127(1)
Rendering
128(1)
Examples
129(10)
Rising Smoke
129(1)
Smoke Flowing past a Sphere
129(1)
A Volume Caustic
130(1)
Michelangelo's David
130(4)
A Weathered Granite Sphinx
134(1)
A Translucent Marble Bust
135(4)
Optimization Strategies
139(14)
Irradiance Caching
139(5)
Irradiance Gradients
142(1)
Irradiance Caching and Photon Mapping
143(1)
Importance Sampling
144(1)
Visual Importance
145(2)
A Three-Pass Technique
147(1)
Efficient Stratification of Photons
147(1)
Faster Shadows with Shadow Photons
148(3)
Precomputed Irradiance
151(1)
Parallel Computations
151(2)
A Basic Monte Carlo Integration 153(4)
A.1 The Sample Mean Method
153(1)
A.2 Variance-Reduction Techniques
154(3)
B A Photon Map Implementation in C++ 157(10)
C A Cognac Glass Model 167(2)
Bibliography 169(12)
Index 181

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