Physically based rendering: from theory to implementation
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier
2010
Burlington, MA Morgan Kaufman |
Ausgabe: | 2. ed. |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Previous ed.: 2004 |
Beschreibung: | XXVII, 1167 S. Ill., graph. Darst. |
ISBN: | 9780123750792 |
Internformat
MARC
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015 | |a GBB057594 |2 dnb | ||
020 | |a 9780123750792 |9 978-0-12-375079-2 | ||
035 | |a (OCoLC)699892023 | ||
035 | |a (DE-599)BVBBV036693734 | ||
040 | |a DE-604 |b ger |e rakwb | ||
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084 | |a DAT 758f |2 stub | ||
100 | 1 | |a Pharr, Matt |e Verfasser |4 aut | |
245 | 1 | 0 | |a Physically based rendering |b from theory to implementation |c Matt Pharr ; Greg Humphreys |
250 | |a 2. ed. | ||
264 | 1 | |a Amsterdam [u.a.] |b Elsevier |c 2010 | |
264 | 1 | |a Burlington, MA |b Morgan Kaufman | |
300 | |a XXVII, 1167 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Previous ed.: 2004 | ||
650 | 4 | |a Computer graphics | |
650 | 4 | |a Three dimensional display systems | |
650 | 0 | 7 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Rendering |0 (DE-588)4219666-8 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Geometrische Modellierung |0 (DE-588)4156717-1 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Softwareentwicklung |0 (DE-588)4116522-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computergrafik |0 (DE-588)4010450-3 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Realistische Computergrafik |0 (DE-588)4205002-9 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Metamathematik |0 (DE-588)4074759-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |D s |
689 | 0 | 1 | |a Rendering |0 (DE-588)4219666-8 |D s |
689 | 0 | 2 | |a Softwareentwicklung |0 (DE-588)4116522-6 |D s |
689 | 0 | 3 | |a Metamathematik |0 (DE-588)4074759-1 |D s |
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700 | 1 | |a Humphreys, Greg |e Sonstige |4 oth | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020612321&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
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883 | 1 | |8 2\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk |
Datensatz im Suchindex
DE-BY-863_location | 1000 |
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DE-BY-FWS_call_number | 1000/ST 320 P536(2) |
DE-BY-FWS_katkey | 449645 |
DE-BY-FWS_media_number | 083101271340 |
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adam_text | Contents
PREFACE
xix
1.2.1
Cameras
1.2.2
Ray-Object Intersections
1.2.3
Light Distribution
1.2.4
Visibility
1.2.5
Surface Scattering
1.2.6
Recursive Ray Tracing
1.2.7
Ray Propagation
1.3
pbrt: System Overview
1.3.1
Phases of Execution
1.3.2
Scene Representation
1.3.3
Renderer Interface and Sampl erRenderer
1.3.4
The Main Rendering Loop
1.3.5
Parallelization of pbrt
1.3.6
An Integrator for Whitted Ray Tracing
1.4
How to Proceed through This Book
1.4.1
The Exercises
1.5
Using and Understanding the Code
1.5.1
Pointer or Reference?
1.5.2
Code Optimization
1.5.3
The Book Web site
1.5.4
Extending the System
1.5.5
Bugs
Further Reading
Exercise
CHAPTER
02.
С
2.1
Coordinate Systems
2.1.1
Coordinate System Handedness
2.2
Vectors
2.2.1
Arithmetic
2.2.2
Scaling
2.2.3
Dot and Cross Product
CHAPTER
01.
INTRODUCTION
1
1.1
Literate Programming
1
1.1.1
Indexing and Cross-Referencing
3
1.2
Photorealistic Rendering and the Ray-Tracing Algorithm
4
5
7
8
9
10
11
13
15
16
18
24
26
35
41
47
48
48
48
49
49
49
50
50
52
55
55
56
57
58
59
60
x
CONTENTS
4.4.3
Compact BVH For Traversal
222
4.4.4
Traversal
224
4.5
Kd-Tree Accelerator
227
4.5.1
Tree Representation
229
4.5.2
Tree Construction
231
4.5.3
Traversal
240
4.6
Debugging Aggregates
245
4.6.1
Finding Bugs in Aggregates
246
4.6.2
Fixing Bugs In Aggregates
249
4.6.3
Aggregate Performance Bugs
250
Further Reading
250
Exercises
255
CHAPTER
05.
COLOR AND
RADIOMETRY
261
5.1
Spectral Representation
261
5.1.1
The Spectrum Type
263
5.1.2
Coeffi
ci
entSpectrum Implementation
263
5.2
The SampledSpectrum Class
266
5.2.1
XYZ Color
270
5.2.2
RGB Color
273
5.3
RGBSpectrum Implementation
279
5.4
Basic
Radiometry
281
5.4.1
Basic Quantities
282
5.4.2
Incident and Exitant Radiance Functions
286
5.4.3
Luminance and photometry
287
5.5
Working with
Radiometrie
Integrals
288
5.5.1
Integrals over Projected Solid Angle
289
5.5.2
Integrals over Spherical Coordinates
290
5.5.3
Integrals over Area
292
5.6
Surface Reflection
293
5.6.1
TheBRDF
294
5.6.2
The BSSRDF
296
Further Reading
297
Exercises
298
CHAPTER
06.
CAMERA MODELS
301
6.1
Camera Model
301
6.1.1
Camera Coordinate Spaces
303
6.2
Projective
Camera Models
305
6.2.1
Orthographic Camera
306
6.2.2
Perspective Camera
310
6.2.3
Depth of Field
313
6.3
Environment Camera
318
CONTENTS xi
Further Reading
320
Exercises
320
CHAPTER
07.
SAMPLING AND RECONSTRUCTION
323
7.1
Sampling Theory
323
7.1.1
The Frequency Domain and the Fourier Transform
325
7.1.2
Ideal Sampling and Reconstruction
327
7.1.3
Aliasing
331
7.1.4
Antialiasing Techniques
332
7.1.5
Application to Image Synthesis
335
7.1.6
Sources of Aliasing in Rendering
336
7.1.7
Understanding Pixels
337
7.2
Image Sampling Interface
338
7.2.1
Sample Representation and Allocation
342
7.3
Stratified Sampling
346
7.4
Low-Discrepancy Sampling
359
7.4.1
Definition of Discrepancy
359
7.4.2
Hammersley and
Halton
Sequences
361
7.4.3
(0,2)-Sequences
368
7.4.4
The Low-Discrepancy Sampler
372
■ 7.5
Best-Candidate Sampling Patterns
378
7.6
Adaptive Sampling
385
7.7
Image Reconstruction
389
7.7.1
Filter Functions
393
7.8
Film and the Imaging Pipeline
402
7.8.1
Film Interface
403
7.8.2
ImageFilm
404
Further Reading
413
Exercises
417
CHAPTER
08.
REFLECTION MODELS
423
8.1
Basic Interface
428
8.1.1
Reflectance
430
8.1.2
BRDF
-»
BTDF Adapter
430
8.1.3
BxDF Scaling Adapter
431
8.2
Specular Reflection and Transmission
432
8.2.1
Fresnel Reflectance
434
8.2.2
Specular Reflection
439
8.2.3
Specular Transmission
442
8.3
Lambertian Reflection
446
8.4
Microfacet
Models
447
8.4.1
Oren-
Nayar Diffuse Reflection
449
8.4.2
Torrance-Sparrow Model
452
x¡¡
CONTENTS
8.4.3
Blinn Microfacet Distribution
455
8.4.4 Anisotropie
Microfacet
Model
457
8.5
Fresnel Incidence
Effects
460
8.6
Measured BRDFs
462
8.6.1
Irregular
Isotropie
Measured
BRDF
463
8.6.2
Regular
Halfangle Format 467
Further Reading
470
Exercises
472
CHAPTER
09. MATERIALS 477
9.1
BSDFs
477
9.1.1 BSDF Memory Management 482
9.2 Material Interface
and Implementations
483
9.2.1 MatteMaterial 484
9.2.2 PlasticMaterial 486
9.2.3 Mix Material 487
9.2.4
Measured
Material 489
9.2.5
Additional
Materials 490
9.3
Bump Mapping
490
Further Reading
496
Exercises
497
CHAPTER
10.
TEXTURE
501
10.1
Sampling and Antialiasing
503
10.1.1
Finding the Texture Sampling Rate
503
10.1.2
Filtering Texture Functions
509
10.1.3
Ray Differentials for Specular Reflection and Transmission
510
10.2
Texture Coordinate Generation
513
10.2.1
2D (u,
ι)
Mapping
514
10.2.2
Spherical Mapping
515
10.2.3
Cylindrical Mapping
517
10.2.4
Planar Mapping
518
10.2.5 3D
Mapping
518
10.3
Texture Interface and Basic Textures
519
10.3.1
Constant Texture
520
10.3.2
Scale Texture
520
10.3.3
Mix Textures
521
10.3.4
Bilinear Interpolation
522
10.4
Image Texture
523
10.4.1
Texture Caching
524
10.4.2
МІР
Maps
528
10.4.3 Isotropie
Triangle Filter
536
10.4.4
Elliptically Weighted Average
539
10.5
Solid and Procedural Texturing
544
10.5.1
UV Texture
545
CONTENTS
10.5.2
Checkerboard
10.5.3
Solid Checkerboard
10.6
Noise
10.6.1
Perlin
Noise
10.6.2
Random Polka Dots
10.6.3
Noise Idioms and Spectral Synthesis
10.6.4
Bumpy and Wrinkled Textures
10.6.5
Windy Waves
10.6.6
Marble
Further Reading
Exercises
546
552
553
554
558
560
565
566
567
569
571
CHAPTER
11.
VOLUME SCATTERING
575
11.1
Volume Scattering Processes
575
11.1.1
Absorption
576
11.1.2
Emission
578
11.1.3
Out-Scattering and Extinction
579
11.1.4
In-scattering
581
11.2
Phase Functions
583
11.3
Volume Interface and Homogeneous Media
587
1
1.3.1
Homogeneous Volumes
589
11.4
Varying-Density Volumes
591
11.4.1 3D
Grids
592
11.4.2
Exponential Density
594
11.5
Volume Aggregates
596
11.6
The BSSRDF
598
11.6.1
Subsurface Scattering Materials
599
Further Reading
600
Exercises
601
CHAPTER
12.
LIGHT SOURCES
605
12.1
Light Interface
606
12.1.1
Visibility Testing
608
12.2
Point Lights
609
1
2.2.1
Spotlights
611
12.2.2
Texture Projection Lights
614
12.2.3
Goniophotometric Diagram Lights
618
12.3
Distant Lights
621
12.4
Area Lights
623
12.5
Infinite Area Lights
627
Further Reading
632
Exercises
633
xiv CONTENTS
CHAPTER
13. MONTE CARLO INTEGRATION
I:
BASIC
CONCEPTS
637
13.1
Background and Probability
Review 638
13.1.1
Continuous Random
Variables 639
13.1.2
Expected Values and Variance
640
13.2 The Monte Carlo
Estimator
641
13.3 Basic
Sampling Of Random
Variables 643
13.3.1
The Inversion Method
643
13.3.2
The Rejection Method
650
*13.4 Metropolis Sampling
652
13.4.1
Basic Algorithm
652
13.4.2
Choosing Mutation Strategies
654
13.4.3
Start-up bias
655
13.4.4
Estimating Integrals With Metropolis Sampling
656
13.4.5
Example: One-Dimensional Setting
656
13.5
Transforming between Distributions
660
13.5.1
Transformation in Multiple Dimensions
661
13.5.2
Example: Polar Coordinates
661
13.5.3
Example: Spherical Coordinates
661
13.6
2D Sampling with Multidimensional Transformations
662
13.6.1
Example: Uniformly Sampling a Hemisphere
663
13.6.2
Example: Sampling a Unit Disk
665
13.6.3
Example: Cosine-Weighted Hemisphere Sampling
668
13.6.4
Example: Sampling a Triangle
670
13.6.5
Example: Piecewise-Constant 2D Distributions
671
Further Reading
674
Exercises
675
CHAPTER
14.
MONTE CARLO INTEGRATION II:
IMPROVING EFFICIENCY
679
14.1
Russian Roulette and Splitting
680
14.1.1
Splitting
681
14.2
Careful Sample Placement
682
14.2.1
Stratified Sampling
682
14.2.2
Quasi Monte Carlo
685
14.2.3
Warping Samples and Distortion
685
14.3
Bias
686
14.4
Importance Sampling
688
14.4.1
Multiple Importance Sampling
690
14.5
Sampling Reflection Functions
693
14.5.1
Sampling the Blinn
Microfacet
Distribution
695
14.5.2
Sampling the
Anisotropie
Microfacet
Model
699
14.5.3
Sampling Fresnel Bl end
701
14.5.4
Specular Reflection and Transmission
702
CONTENTS
14.5.5
Application:
Estimating Reflectance
14.5.6
Sampling BSDFs
14.6
Sampling
Light Sources
14.6.1
Basic Interface
14.6.2
Lights with Singularities
14.6.3
Area Lights
14.6.4
ShapeSet Sampling
14.6.5
Infinite Area Liehts
703
705
708
709
711
715
722
724
*14.7 Volume Scattering
730
14.7.
1 Sampling Phase Functions
731
14.7.2
Computing Optical Thickness
731
Further Reading
733
Exercises
734
CHAPTER
15.
LIGHT TRANSPORT I:
SURFACE REFLECTION
739
15.1
Direct Lighting
741
15.1.1
Estimating the Direct Lighting Integral
747
15.2
The Light Transport Equation
751
15.2.1
Basic Derivation
751
15.2.2
Analytic Solutions to the LTE
753
15.2.3
The Surface Form of the LTE
754
15.2.4
Integral over Paths
755
15.2.5
Delta distributions in the Integrand
757
15.2.6
Partitioning the Integrand
758
15.2.7
The Measurement Equation and Importance
759
15.3
Path Tracing
760
15.3.1
Overview
762
15.3.2
Path Sampling
763
15.3.3
Incremental Path Construction
765
15.3.4
Implementation
765
* 15.3.5
Bidirectional Path Tracing
770
15.4
Instant Global Illumination
772
15.4.1
Creating the virtual light sources
775
15.4.2
Rendering with virtual light sources
780
15.5
Irradiance Caching
784
15.5.1
Rendering With The Irradiance Cache
789
15.5.2
Lookup and Interpolatiton
791
15.5.3
Adding new values
794
15.6
Particle Tracing and Photon Mapping
797
* 15.6.1
Theoretical Basis for Particle Tracing
798
15.6.2
Photon Integrator
800
15.6.3
Building the Photon Maps
803
15.6.4
Using the Photon Map
817
15.6.5
Photon Interpolation and Density Estimation
827
15.7.1
Sample Representation
15.7.2
Mutations
15.7.3
Generating Paths
15.7.4
Path Contributions
15.7.5
Metropol i
sRenderer Implementation
15.7.6
Rendering
Further
Reading
Exercises
xv¡
CONTENTS
15.7
Metropolis Light Transport
833
838
839
842
845
852
857
861
865
CHAPTER
16.
LIGHT TRANSPORT II:
VOLUME RENDERING
873
16.1
The Equation of Transfer
873
16.2
Volume Integrator Interface
876
16.3
Emission-Only Integrator
876
16.4
Single Scattering Integrator
882
16.5
Subsurface Scattering
885
16.5.1
Poisson
Distribution of Sample Points
888
16.5.2
Building the Sample Point Octree
897
16.5.3
The
Dipole
Diffusion Approximation
901
16.5.4
Rendering with Hierarchical Integration
908
16.5.5
Setting Scattering Properties
912
Further Reading
913
Exercises
916
CHAPTER
17.
LIGHT TRANSPORT III:
PRECOMPUTED LIGHT TRANSPORT
925
17.1
Basis Functions: Theory
927
17.1.1
A Piecewise-Constant Basis
928
17.1.2
Projection Onto a Basis
930
17.1.3
Orthonormal
Basis Functions
930
17.2
Spherical Harmonics
932
17.2.1
Efficient Evaluation
935
17.2.2
Projecting Light Sources
941
17.2.3
Projecting Incident Radiance Functions
949
17.2.4
Reducing Ringing
950
17.2.5
Rotations
951
17.3
Radiance Probes
956
17.3.1
Creating Radiance Probes
956
17.3.2
Using Radiance Probes
965
17.4
Precomputed Diffuse Transfer
969
17.5
Precomputed Glossy Transfer
974
17.5.1
The Transfer Matrix
975
CONTENTS
xvii
17.5.2
The BSDF Matrix
977
17.5.3
GlossyPRTIntegrator Implementation
979
Further Reading
982
Exercises
984
CHAPTER
18.
RETROSPECTIVE AND THE FUTURE
989
18.1
Design Retrospective
989
18.1.1
Abstraction versus Efficiency
991
18.1.2
Design Alternative: Triangles Only
991
18.1.3
Increased Scene Complexity
992
18.2
Throughput Processors
993
18.2.1
The Future
995
18.2.2
Further Resources
995
18.3
Conclusion
997
APPENDIXES
A UTILITIES
999
В
SCENE DESCRIPTION INTERFACE
1045
С
INDEX OF FRAGMENTS
1077
D
INDEX OF CLASSES AND THEIR MEMBERS
1091
E
INDEX OF MISCELLANEOUS IDENTIFIERS
1101
REFERENCES
1105
INDEX
1143
COLOPHON
1169
|
any_adam_object | 1 |
author | Pharr, Matt |
author_facet | Pharr, Matt |
author_role | aut |
author_sort | Pharr, Matt |
author_variant | m p mp |
building | Verbundindex |
bvnumber | BV036693734 |
classification_rvk | ST 320 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)699892023 (DE-599)BVBBV036693734 |
discipline | Informatik |
edition | 2. ed. |
format | Book |
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id | DE-604.BV036693734 |
illustrated | Illustrated |
indexdate | 2024-08-01T10:40:54Z |
institution | BVB |
isbn | 9780123750792 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-020612321 |
oclc_num | 699892023 |
open_access_boolean | |
owner | DE-523 DE-29T DE-91G DE-BY-TUM DE-703 DE-M347 DE-863 DE-BY-FWS DE-522 DE-11 DE-B768 DE-Po75 |
owner_facet | DE-523 DE-29T DE-91G DE-BY-TUM DE-703 DE-M347 DE-863 DE-BY-FWS DE-522 DE-11 DE-B768 DE-Po75 |
physical | XXVII, 1167 S. Ill., graph. Darst. |
publishDate | 2010 |
publishDateSearch | 2010 |
publishDateSort | 2010 |
publisher | Elsevier Morgan Kaufman |
record_format | marc |
spellingShingle | Pharr, Matt Physically based rendering from theory to implementation Computer graphics Three dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Rendering (DE-588)4219666-8 gnd Geometrische Modellierung (DE-588)4156717-1 gnd Softwareentwicklung (DE-588)4116522-6 gnd Computergrafik (DE-588)4010450-3 gnd Realistische Computergrafik (DE-588)4205002-9 gnd Metamathematik (DE-588)4074759-1 gnd |
subject_GND | (DE-588)4133691-4 (DE-588)4219666-8 (DE-588)4156717-1 (DE-588)4116522-6 (DE-588)4010450-3 (DE-588)4205002-9 (DE-588)4074759-1 |
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 | Computer graphics Three dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Rendering (DE-588)4219666-8 gnd Geometrische Modellierung (DE-588)4156717-1 gnd Softwareentwicklung (DE-588)4116522-6 gnd Computergrafik (DE-588)4010450-3 gnd Realistische Computergrafik (DE-588)4205002-9 gnd Metamathematik (DE-588)4074759-1 gnd |
topic_facet | Computer graphics Three dimensional display systems Dreidimensionale Computergrafik Rendering Geometrische Modellierung Softwareentwicklung Computergrafik Realistische Computergrafik Metamathematik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020612321&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT pharrmatt physicallybasedrenderingfromtheorytoimplementation AT humphreysgreg physicallybasedrenderingfromtheorytoimplementation |
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