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9781568811987

Realistic Ray Tracing, Second Edition: Second Edition

by Unknown
  • ISBN13:

    9781568811987

  • ISBN10:

    1568811985

  • Edition: 2nd
  • Format: Hardcover
  • Copyright: 2003-07-07
  • Publisher: A. K. Peters
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List Price: $49.00

Summary

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.

Table of Contents

Getting Started
1(29)
Code Optimization
1(1)
RGB Colors
2(1)
Images
2(1)
Vectors
3(3)
Orthonormal Bases and Frames
6(2)
Dynamic Length Arrays
8(1)
Random Number Generator
8(1)
C++ Code
8(19)
RGB Class
8(3)
Image Class
11(4)
Vector3 Class
15(6)
Orthonormal Basis Class
21(3)
Dynamic Array Class
24(2)
Random Number Generator
26(1)
Notes
27(2)
Ray--Object Intersections
29(18)
Parametric Lines
29(1)
General Ray--Object Intersections
30(3)
Implicit Surfaces
31(1)
Parametric Surfaces
32(1)
Ray--Sphere Intersection
33(1)
Ray--Triangle Intersection
34(4)
More Than One Object
38(1)
C++ Code
39(7)
Ray Class
39(1)
Shape Classes
40(6)
Notes
46(1)
A Simple Ray Tracer
47(16)
A Single Sample Ray Tracer
47(1)
Multisampling
47(5)
Sampling Methods
49(2)
Filtering Methods
51(1)
C++ Code
52(9)
Single Sample Orthogonal Viewing Ray Tracer
52(5)
Sample Class
57(4)
Notes
61(2)
Viewing
63(16)
Axis-aligned viewing
64(1)
Setting View Parameters
65(2)
Thin-lens cameras
67(4)
Motion Blur
71(1)
Multidimensional sampling
72(2)
C++ Code
74(4)
Camera Class
74(1)
Dynamic Sphere Class
75(3)
Notes
78(1)
Solid Texture Mapping
79(16)
Stripe Textures
79(2)
Solid Noise
81(2)
Turbulence
83(2)
C++ Code
85(8)
Solid Noise Class
85(4)
Texture Class
89(1)
Noise Texture Class
90(1)
Simple Texture Class
91(1)
Marble Texture Class
91(2)
Notes
93(2)
Image Texture Mapping
95(8)
C++ code
98(4)
2D Texture Class
99(1)
UVSphere Class
100(2)
Notes
102(1)
Triangle Meshes
103(8)
C++ Code
105(5)
Vertex Classes
105(1)
Mesh Class
106(1)
Mesh Triangle
106(4)
Notes
110(1)
Instancing
111(20)
Transformation Matrices
112(5)
Using Transformation Matrices
117(1)
Intersecting Rays with Transformed Objects
117(1)
Lattices
118(1)
C++ Code
118(11)
Matrix Library
118(10)
Shape Instance Class
128(1)
Notes
129(2)
Bounding Volume Hierarchies
131(14)
Hierarchical Bounding Boxes
131(3)
Efficient Ray-Box Intersection
134(4)
C++ Code
138(5)
New Ray Class
138(1)
Axis-Aligned Bounding Box Class
139(1)
Partitioning routine
140(1)
Bounding Volume Hierarchy
141(2)
Notes
143(2)
Monte Carlo Integration
145(10)
Integrals
145(1)
Continuous Probability
146(3)
One-Dimensional Continuous Probability Density Functions
146(1)
One-Dimensional Expected Value
147(1)
Multi-Dimensional Random Variables
147(2)
Estimated Means
149(1)
Monte Carlo Integration
149(2)
Choosing Random Points
151(3)
Function Inversion
151(3)
Notes
154(1)
Radiometry
155(14)
Photons
155(1)
Spectral Energy
156(1)
Power
157(1)
Irradiance
158(1)
Radiance
158(4)
Deriving Other Radiometric Quantities from Radiance
161(1)
BRDF
162(3)
Directional Hemispherical Reflectance
163(1)
Ideal Diffuse BRDF
164(1)
Transport Equation
165(2)
Notes
167(2)
Path Tracing
169(24)
Luminaires
169(1)
Monte Carlo Solution to Light Transport
170(5)
Lambertian Environments
171(2)
Specular Reflection
173(2)
Imperfect Specular Reflection
175(1)
Smooth Dielectrics
175(3)
Specular-Diffuse Surfaces
178(2)
Image Display
180(2)
C++ Code
182(9)
Material Class
182(1)
Diffuse Material Class
183(2)
Phong Metal Material Class
185(1)
Diffuse-Specular Material Class
186(2)
Dielectric Material Class
188(3)
Notes
191(2)
Explicit Direct Lighting
193(16)
Direct Lighting in a Path Tracer
195(2)
Sampling a Spherical Luminaire
197(2)
Direct Lighting from Many Luminaires
199(3)
Choosing the Weights
201(1)
C++ Code
202(6)
Parallelogram Class
202(5)
Random Point Functions
207(1)
Notes
208(1)
Photon Mapping
209(6)
Sending Photons
209(1)
Using the Photon Map
210(2)
Indirect Use of the Photon Map
212(1)
Notes
212(3)
Participating Media
215(6)
Transport in Participating Media
215(1)
Direct Lighting
216(1)
Indirect Lighting
217(1)
Data for Media
218(1)
Notes
219(2)
Going Further
221

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