Physically based rendering: from theory to implementation
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier
2004
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Schriftenreihe: | The Morgan Kaufmann series in interactive 3D technology
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXXII, 1019 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 012553180X |
Internformat
MARC
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245 | 1 | 0 | |a Physically based rendering |b from theory to implementation |c Matt Pharr ; Greg Humphreys |
264 | 1 | |a Amsterdam [u.a.] |b Elsevier |c 2004 | |
300 | |a XXXII, 1019 S. |b Ill., graph. Darst. |e 1 CD-ROM (12 cm) | ||
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490 | 0 | |a The Morgan Kaufmann series in interactive 3D technology | |
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Datensatz im Suchindex
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adam_text | Contents
FOREWORD xxi
PREFACE xxv
CHAPTER 01. INTRODUCTION 1
1.1 Literate Programming 1
1.1.1 Indexing and Cross Referencing 4
1.2 Photorealistic Rendering and the Ray Tracing Algorithm 4
1.2.1 Cameras 6
1.2.2 Ray Object Intersections 7
1.2.3 Light Distribution 9
1.2.4 Visibility 10
1.2.5 Surface Scattering 11
1.2.6 Recursive Ray Tracing 12
1.2.7 Ray Propagation 14
1.3 pbrt: System Overview 16
1.3.1 Phases of Execution 17
1.3.2 Scene Representation 19
1.3.3 Main Rendering Loop 24
1.3.4 Scene Methods 28
1.3.5 An Integrator for Whitted Style Ray Tracing 30
1.4 How to Proceed through This Book 36
1.4.1 The Exercises 38
1.5 Using and Understanding the Code 38
1.5.1 Pointer or Reference? 38
1.5.2 Code Optimization 38
1.5.3 The Book Web site 39
1.5.4 Bugs 39
Further Reading 40
Exercise 42
ix
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS 45
2.1 Coordinate Systems 45
2.1.1 Coordinate System Handedness 47
2.2 Vectors 47
2.2.1 Arithmetic 48
2.2.2 Scaling 49
2.2.3 Dot and Cross Product 51
2.2.4 Normalization 53
2.2.5 Coordinate System from a Vector 54
2.3 Points 54
2.4 Normals 56
2.5 Rays 57
2.5.1 Ray Differentials 59
2.6 Three Dimensional Bounding Boxes 60
2.7 Transformations 64
2.7.1 Homogeneous Coordinates 65
2.7.2 Basic Operations 67
2.7.3 Translations 68
2.7.4 Scaling 70
2.7.5 x, y, and z Axis Rotations 71
2.7.6 Rotation around an Arbitrary Axis 72
2.7.7 The Look At Transformation 75
2.8 Applying Transformations 76
2.8.1 Points 77
2.8.2 Vectors 77
2.8.3 Normals 78
2.8.4 Rays 79
2.8.5 Bounding Boxes 80
2.8.6 Composition of Transformations 80
2.8.7 Transformations and Coordinate System Handedness 81
2.9 Differential Geometry 81
Further Reading 84
Exercises 85
CHAPTER 03. SHAPES 89
3.1 Basic Shape Interface 90
3.1.1 Bounding 91
3.1.2 Refinement 91
3.1.3 Intersection 92
3.1.4 Avoiding Incorrect Self Intersections 93
3.1.5 Shading Geometry 94
3.1.6 Surface Area 95
3.1.7 Sidedness 95
3.2 Spheres 96
3.2.1 Construction 98
3.2.2 Bounding 98
3.2.3 Intersection 99
3.2.4 Partial Spheres 102
* 3.2.5 Partial Derivatives of Normal Vectors 104
3.2.6 Differential Geometry Initialization 106
3.2.7 Surface Area 107
3.3 Cylinders 108
3.3.1 Construction 108
3.3.2 Bounding 110
3.3.3 Intersection 110
3.3.4 Partial Cylinders 111
3.3.5 Surface Area 113
3.4 Disks 113
3.4.1 Construction 115
3.4.2 Bounding 115
3.4.3 Intersection 115
3.4.4 Surface Area 117
3.5 Other Quadrics 117
3.5.1 Cones 117
3.5.2 Paraboloids 119
3.5.3 Hyperboloids 119
3.6 Triangles and Meshes 120
3.6.1 Triangle 124
3.6.2 Triangle Intersection 125
3.6.3 Surface Area 130
3.6.4 Shading Geometry 131
* 3.7 Subdivision Surfaces 133
3.7.1 Mesh Representation 136
3.7.2 Bounds 146
3.7.3 Subdivison 146
Further Reading 161
Exercises 163
• An asterisk denotes a section with advanced content that can be skipped on a first reading.
CHAPTER 04. PRIMITIVES AND INTERSECTION
ACCELERATION 189
4.1 Primitive Interface and Geometric Primitives 171
4.1.1 Geometric Primitives 173
4.1.2 Object Instancing 174
4.2 Aggregates 176
4.2.1 Ray Box Intersections 178
4.3 Grid Accelerator 181
4.3.1 Creation 182
4.3.2 Traversal 191
4.4 Kd Tree Accelerator 198
4.4.1 Tree Representation 200
4.4.2 Tree Construction 203
4.4.3 Traversal 214
Further Reading 220
Exercises 222
CHAPTER 05. COLOR AND RADIOIVIETRY 227
5.1 Spectral Representation 227
5.1.1 Spectrum Class 229
5.1.2 XYZ Color 233
5.2 Basic Radiometry 236
5.2.1 Basic Quantities 237
5.2.2 Incident and Exitant Radiance Functions 241
5.3 Working with Radiometric Integrals 242
5.3.1 Integrals over Projected Solid Angle 243
5.3.2 Integrals over Spherical Coordinates 243
5.3.3 Integrals over Area 247
5.4 Surface Reflection and the BRDF 248
Further Reading 251
Exercises 251
CHAPTER 06. CAMERA MODELS 255
6.1 Camera Model 255
6.1.1 Camera Coordinate Spaces 257
6.2 Protective Camera Models 259
6.2.1 Orthographic Camera 261
6.2.2 Perspective Camera 264
6.2.3 Depth of Field 267
6.3 Environment Camera 272
Further Reading 275
Exercises 276
CHAPTER 07. SAMPLING AMD RECONSTRUCTION 279
7.1 Sampling Theory 280
7.1.1 The Frequency Domain and the Fourier Transform 281
7.1.2 Ideal Sampling and Reconstruction 284
7.1.3 Aliasing 288
7.1.4 Antialiasing Techniques 289
7.1.5 Application to Image Synthesis 293
7.1.6 Sources of Aliasing in Rendering 293
7.1.7 Understanding Pixels 295
7.2 Image Sampling Interface 296
7.2.1 Sample Representation and Allocation 298
7.3 Stratified Sampling 302
7.4 Low Discrepancy Sampling 316
7.4.1 Definition of Discrepancy 316
7.4.2 Constructing Low Discrepancy Sequences 318
7.4.3 (0,2) Sequences 322
7.4.4 The Low Discrepancy Sampler 327
* 7.5 Best Candidate Sampling Patterns 332
7.5.1 Generating the Best Candidate Pattern 334
7.5.2 Using the Best Candidate Pattern 343
7.6 Image Reconstruction 350
7.6.1 Filter Functions 353
Further Reading 363
Exercises 366
CHAPTER 08. FILM AMD THE IMAGING PIPELINE 369
8.1 Film Interface 370
8.2 Image Film 371
8.2.1 Image Output 377
8.3 Image Pipeline 379
* 8.4 Perceptual Issues and Tone Mapping 380
8.4.1 Luminance and Photometry 381
8.4.2 Bloom 382
8.4.3 Tone Mapping Interface 386
8.4.4 Maximum to White 389
8.4.5 Contrast Based Scale Factor 389
8.4.6 Varying Adaptation Luminance 392
8.4.7 Spatially Varying Nonlinear Scale 400
8.5 Final Imaging Pipeline Stages 401
Further Reading 403
Exercises 405
CHAPTER 09. REFLECTION MODELS 409
9.1 Basic Interface 414
9.1.1 Reflectance 416
9.1.2 BRDF BTDF Adapter 417
9.2 Specular Reflection and Transmission 418
9.2.1 Fresnel Reflectance 419
9.2.2 Specular Reflection 427
9.2.3 Specular Transmission 430
9.3 Lambertian Reflection 435
9.4 Microfacet Models 436
9.4.1 Oren Nayar Diffuse Reflection 438
9.4.2 Torrance Sparrow Model 440
9.4.3 Blinn Microfacet Distribution 444
9.4.4 Anisotropic Microfacet Model 447
9.5 Lafortune Model 450
9.6 Fresnel Incidence Effects 453
Further Reading 455
Exercises 457
CHAPTER 10. MATERIALS 461
10.1 BSDFs 462
10.1.1 BSDF Memory Management 466
10.2 Material Interface and Implementations 468
10.2.1 Matte 469
10.2.2 Plastic 470
10.2.3 Additional Materials 472
10.3 Bump Mapping 474
Further Reading 480
Exercises 481
CHAPTER 11.TEXTURE 485
11.1 Sampling and Antialiasing 487
11.1.1 Finding the Texture Sampling Rate 487
11.1.2 Filtering Texture Functions 493
* 11.1.3 Ray Differentials for Specular Reflection and Transmission 495
11.2 Texture Coordinate Generation 498
11.2.1 2D (m , v) Mapping 499
11.2.2 Spherical Mapping 501
11.2.3 Cylindrical Mapping 502
11.2.4 Planar Mapping 503
11.2.5 3D Mapping 504
11.3 Texture Interface and Basic Textures 505
11.3.1 Constant Texture 506
11.3.2 Scale Texture 506
11.3.3 Mix Textures 507
11.3.4 Bilinear Interpolation 508
11.4 Image Texture 510
11.4.1 Texture Caching 511
11.4.2 MIPMaps 514
11.4.3 Isotropic Triangle Filter 523
* 11.4.4 Elliptically Weighted Average 526
11.5 Solid and Procedural Texturing 532
11.5.1 UV Texture 533
11.5.2 Checkerboard 534
11.5.3 Solid Checkerboard 542
11.6 Noise 544
11.6.1 Perlin Noise 545
11.6.2 Random Polka Dots 550
11.6.3 Noise Idioms and Spectral Synthesis 553
11.6.4 Bumpy and Wrinkled Textures 558
11.6.5 Windy Waves 559
11.6.6 Marble 561
Further Reading 563
Exercises 565
* CHAPTER 12. VOLUME SCATTERING 569
12.1 Volume Scattering Processes 569
12.1.1 Absorption 570
12.1.2 Emission 572
12.1.3 Out Scattering and Extinction 574
12.1.4 In scattering 576
12.2 Phase Functions 578
12.3 Volume Interface and Homogeneous Media 582
12.3.1 Homogeneous Volumes 584
12.4 Varying Density Volumes 586
12.4.1 3D Grids 588
12.4.2 Exponential Density 590
12.5 Volume Aggregates 592
Further Reading 594
Exercises 594
CHAPTER 13. LIGHT SOURCES 597
13.1 Light Interface 598
13.1.1 Visibility Testing 600
13.2 Point Lights 601
13.2.1 Spotlights 604
13.2.2 Texture Projection Lights 607
13.2.3 Goniophotometric Diagram Lights 611
13.3 Distant Lights 614
13.4 Area Lights 616
13.5 Infinite Area Lights 621
Further Reading 626
Exercises 628
CHAPTER 14. !VSQNTE CARLO INTEGRATION !: BASIC
CONCEPTS 631
14.1 Background and Probability Review 633
14.1.1 Continuous Random Variables 633
14.1.2 Expected Values and Variance 634
14.2 The Monte Carlo Estimator 636
14.3 Sampling Random Variables 638
14.3.1 The Inversion Method 638
14.3.2 Example: Power Distribution 640
14.3.3 Example: Exponential Distribution 641
14.3.4 Example: Piecewise Constant ID Functions 641
14.3.5 The Rejection Method 644
14.3.6 Example: Rejection Sampling a Unit Circle 645
14.4 Transforming between Distributions 646
14.4.1 Transformation in Multiple Dimensions 648
14.4.2 Example: Polar Coordinates 648
14.4.3 Example: Spherical Coordinates 648
14.5 2D Sampling with Multidimensional Transformations 649
14.5.1 Example: Uniformly Sampling a Hemisphere 650
14.5.2 Example: Sampling a Unit Disk 652
14.5.3 Example: Cosine Weighted Hemisphere Sampling 656
14.5.4 Example: Sampling a Triangle 658
Further Reading 659
Exercises 660
CHAPTER 15. MONTE CARLO INTEGRATION II:
IMPROVING EFFICIENCY 663
15.1 Russian Roulette and Splitting 665
15.1.1 Splitting 666
15.2 Careful Sample Placement 667
15.2.1 Stratified Sampling 667
15.2.2 Quasi Monte Carlo 670
15.2.3 Warping Samples and Distortion 670
15.3 Bias 671
15.4 Importance Sampling 673
15.4.1 Multiple Importance Sampling 675
15.5 Sampling Reflection Functions 679
15.5.1 Sampling the Blinn Microfacet Distribution 681
15.5.2 Sampling the Anisotropic Microfacet Model 684
15.5.3 Sampling Fresnel Bl end 686
15.5.4 Specular Reflection and Transmission 687
15.5.5 Application: Estimating Reflectance 689
15.5.6 Sampling BSDFs 691
15.6 Sampling Light Sources 694
15.6.1 Basic Interface 695
15.6.2 Lights with Singularities 696
15.6.3 Area Lights 701
15.6.4 ShapeSet Sampling 708
15.6.5 Infinite Area Lights 709
*15.7 Volume Scattering 711
15.7.1 Sampling Phase Functions 712
15.7.2 Computing Optical Thickness 713
Further Reading 715
Exercises 716
CHAPTER 16. LIGHT TRANSPORT I: SURFACE
REFLECTION 721
16.1 Direct Lighting 723
16.1.1 Estimating the Direct Lighting Integral 728
16.2 The Light Transport Equation 733
16.2.1 Basic Derivation 734
16.2.2 Analytic Solutions to the LTE 735
16.2.3 The Surface Form of the LTE 737
16.2.4 Integral over Paths 738
16.2.5 Delta distributions in the Integrand 740
16.2.6 Partitioning the Integrand 741
16.2.7 The Measurement Equation and Importance 742
16.3 Path Tracing 743
16.3.1 Overview 745
16.3.2 Path Sampling 746
16.3.3 Incremental Path Construction 748
16.3.4 Implementation 748
* 16.3.5 Bidirectional Path Tracing 753
16.4 Irradiance Caching 755
16.5 Particle Tracing and Photon Mapping 769
* 16.5.1 Theoretical Basis for Particle Tracing 769
16.5.2 Photon Integrator 772
16.5.3 Building the Photon Maps 775
16.5.4 Using the Photon Map 782
16.5.5 Photon Interpolation and Density Estimation 788
Further Reading 795
Exercises 797
* CHAPTER 17. LIGHT TRANSPORT II: VOLUME
RENDERING 803
17.1 The Equation of Transfer 803
17.2 Volume Integrator Interface 806
17.3 Emission Only Integrator 807
17.4 Single Scattering Integrator 812
Further Reading 816
Exercises 817
CHAPTER 18. SUMMARY AND CONCLUSION 821
18.1 Design Retrospective 821
18.1.1 Abstraction versus Efficiency 823
18.1.2 Design Alternatives: Triangles Only 823
18.1.3 Design Alternatives: Streaming Computation 824
18.2 Major Projects 825
18.2.1 Parallel Rendering 825
18.2.2 Increased Scene Complexity 828
18.2.3 Subsurface Scattering 828
18.2.4 Precomputation for Interactive Rendering 830
18.3 Conclusion 831
APPENDIXES
A UTILITIES 833
B SCENE DESCRIPTION INTERFACE 875
C INPUT FILE FORMAT 911
D INDEX OF FRAGMENTS 941
E INDEX OF CLASSES AND THEIR MEMBERS 951
F INDEX OF MISCELLANEOUS IDENTIFIERS 959
REFERENCES 961
INDEX 989
ABOUT THE CD ROM 1015
COLOPHON 1021
|
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id | DE-604.BV019867358 |
illustrated | Illustrated |
indexdate | 2024-07-09T20:07:57Z |
institution | BVB |
isbn | 012553180X |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-013191740 |
oclc_num | 56323052 |
open_access_boolean | |
owner | DE-29T DE-91G DE-BY-TUM DE-M347 DE-188 DE-2070s |
owner_facet | DE-29T DE-91G DE-BY-TUM DE-M347 DE-188 DE-2070s |
physical | XXXII, 1019 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2004 |
publishDateSearch | 2004 |
publishDateSort | 2004 |
publisher | Elsevier |
record_format | marc |
series2 | The Morgan Kaufmann series in interactive 3D technology |
spelling | Pharr, Matt Verfasser aut Physically based rendering from theory to implementation Matt Pharr ; Greg Humphreys Amsterdam [u.a.] Elsevier 2004 XXXII, 1019 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier The Morgan Kaufmann series in interactive 3D technology Infographie Computer graphics Realistische Computergrafik (DE-588)4205002-9 gnd rswk-swf Metamathematik (DE-588)4074759-1 gnd rswk-swf Rendering (DE-588)4219666-8 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Geometrische Modellierung (DE-588)4156717-1 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s Rendering (DE-588)4219666-8 s Softwareentwicklung (DE-588)4116522-6 s Metamathematik (DE-588)4074759-1 s 1\p DE-604 Realistische Computergrafik (DE-588)4205002-9 s Geometrische Modellierung (DE-588)4156717-1 s 2\p DE-604 Computergrafik (DE-588)4010450-3 s DE-604 Humphreys, Greg Verfasser aut HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=013191740&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Pharr, Matt Humphreys, Greg Physically based rendering from theory to implementation Infographie Computer graphics Realistische Computergrafik (DE-588)4205002-9 gnd Metamathematik (DE-588)4074759-1 gnd Rendering (DE-588)4219666-8 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Computergrafik (DE-588)4010450-3 gnd Softwareentwicklung (DE-588)4116522-6 gnd Geometrische Modellierung (DE-588)4156717-1 gnd |
subject_GND | (DE-588)4205002-9 (DE-588)4074759-1 (DE-588)4219666-8 (DE-588)4133691-4 (DE-588)4010450-3 (DE-588)4116522-6 (DE-588)4156717-1 |
title | Physically based rendering from theory to implementation |
title_auth | Physically based rendering from theory to implementation |
title_exact_search | Physically based rendering from theory to implementation |
title_full | Physically based rendering from theory to implementation Matt Pharr ; Greg Humphreys |
title_fullStr | Physically based rendering from theory to implementation Matt Pharr ; Greg Humphreys |
title_full_unstemmed | Physically based rendering from theory to implementation Matt Pharr ; Greg Humphreys |
title_short | Physically based rendering |
title_sort | physically based rendering from theory to implementation |
title_sub | from theory to implementation |
topic | Infographie Computer graphics Realistische Computergrafik (DE-588)4205002-9 gnd Metamathematik (DE-588)4074759-1 gnd Rendering (DE-588)4219666-8 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Computergrafik (DE-588)4010450-3 gnd Softwareentwicklung (DE-588)4116522-6 gnd Geometrische Modellierung (DE-588)4156717-1 gnd |
topic_facet | Infographie Computer graphics Realistische Computergrafik Metamathematik Rendering Dreidimensionale Computergrafik Computergrafik Softwareentwicklung Geometrische Modellierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=013191740&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT pharrmatt physicallybasedrenderingfromtheorytoimplementation AT humphreysgreg physicallybasedrenderingfromtheorytoimplementation |