Realistic Ray Tracing
A K Peters (Verlag)
978-1-56881-461-2 (ISBN)
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.
Peter Shirley is currently a research scientist at NVIDIA. He is also an adjunct professor in the School of Computing at the University of Utah. He has held positions at Indiana University and the Cornell Program of Computer Graphics. R. Keith Morley is Chief Software Engineer at RayScale. He has a B.S. in Computer Science from the University of Utah and also studied at Princeton University. He worked as a Senior Software Engineer at Walt Disney Feature Animation on 3D rendering and lighting tools.
1. Getting Started 2. Ray-Object Intersection 3. A Simple Ray Tracer 4. Viewing 5. Solid Texture Mapping 6. Image Texture Mapping 7. Triangle Meshes 8. Instancing 9. Bounding Volume Hierarchies 10. Monte Carlo Integration 11. Radiometry 12. Path Tracing 13. Explicit Direct Lighting 14. Photon Mapping 15. Participating Media
Erscheint lt. Verlag | 19.12.2008 |
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Verlagsort | Natick |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 340 g |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
Mathematik / Informatik ► Informatik ► Software Entwicklung | |
ISBN-10 | 1-56881-461-5 / 1568814615 |
ISBN-13 | 978-1-56881-461-2 / 9781568814612 |
Zustand | Neuware |
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