Author: Philip Dutre
Publisher: CRC Press
ISBN: 1315359871
Category : Computers
Languages : en
Pages : 293
Book Description
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Advanced Global Illumination
Author: Philip Dutre
Publisher: CRC Press
ISBN: 1315359871
Category : Computers
Languages : en
Pages : 293
Book Description
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Publisher: CRC Press
ISBN: 1315359871
Category : Computers
Languages : en
Pages : 293
Book Description
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Practical Global Illumination with Irradiance Caching
Author: Jaroslav Křivánek
Publisher: Morgan & Claypool Publishers
ISBN: 1598296442
Category : Computer animation
Languages : en
Pages : 149
Book Description
Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in the Radiance lighting simulation system. Its widespread use had to wait until computers became fast enough to consider global illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and open-source rendering software base the global illumination computation upon irradiance caching. Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free mages. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to show the irradiance caching algorithm along with all the details and tricks upon which the success of its practical implementation is dependent. In addition, we discuss some extensions of the basic algorithm, such as a GPU implementation for interactive global illumination computation and temporal caching that exploits temporal coherence to suppress flickering in animations. Our goal is to show the material without being overly theoretical. However, the reader should have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global illumination is useful but not necessary to read this book. Table of Contents: Introduction to Ray Tracing and Global Illumination / Irradiance Caching Core / Practical Rendering with Irradiance Caching / Irradiance Caching in a Complete Global Illumination / Irradiance Caching on Graphics Hardware / Temporal Irradiance Caching
Publisher: Morgan & Claypool Publishers
ISBN: 1598296442
Category : Computer animation
Languages : en
Pages : 149
Book Description
Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in the Radiance lighting simulation system. Its widespread use had to wait until computers became fast enough to consider global illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and open-source rendering software base the global illumination computation upon irradiance caching. Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free mages. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to show the irradiance caching algorithm along with all the details and tricks upon which the success of its practical implementation is dependent. In addition, we discuss some extensions of the basic algorithm, such as a GPU implementation for interactive global illumination computation and temporal caching that exploits temporal coherence to suppress flickering in animations. Our goal is to show the material without being overly theoretical. However, the reader should have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global illumination is useful but not necessary to read this book. Table of Contents: Introduction to Ray Tracing and Global Illumination / Irradiance Caching Core / Practical Rendering with Irradiance Caching / Irradiance Caching in a Complete Global Illumination / Irradiance Caching on Graphics Hardware / Temporal Irradiance Caching
Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Advanced RenderMan
Author: Anthony A. Apodaca
Publisher: Morgan Kaufmann
ISBN: 9781558606180
Category : Computers
Languages : en
Pages : 592
Book Description
From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.
Publisher: Morgan Kaufmann
ISBN: 9781558606180
Category : Computers
Languages : en
Pages : 592
Book Description
From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.
Advanced Maya Texturing and Lighting
Author: Lee Lanier
Publisher: John Wiley & Sons
ISBN: 1118983548
Category : Computers
Languages : en
Pages : 459
Book Description
Level up your skills with powerful texturing and lighting techniques Advanced Maya Texturing and Lighting, Third Edition leads you through the latest advanced techniques for adding realistic detail to your models. This new edition is up-to-date with the latest Maya texturing, lighting, and rendering features, including an exploration of the Node Editor, new Maya utility nodes and expanded coverage of mental ray shaders, and render settings. The proven tutorials are culled from real-world experience and refined to give you the ultimate in practical skills. You'll learn workflow tips and tricks, the construction of custom shading networks, and the application of time-saving tools that bring your project from concept to reality. The companion website features several gigabytes of Maya scene files, texture bitmaps, and QuickTime movies that support the exercises in the book, giving you everything you need to advance your animation skillset. This book helps you take your rendering skills to the next level with the advanced tools and techniques that take animation from good to great. Learn the theory behind expert lighting design Understand shadows, shading components, and texture mapping Work with node networks, raytracing, and global illumination Try new approaches to rendering using Maya Software and mental ray If you're ready to take a big step forward and fine-tune your style, Advanced Maya Texturing and Lighting, Third Edition is the practical, hands-on guide you need.
Publisher: John Wiley & Sons
ISBN: 1118983548
Category : Computers
Languages : en
Pages : 459
Book Description
Level up your skills with powerful texturing and lighting techniques Advanced Maya Texturing and Lighting, Third Edition leads you through the latest advanced techniques for adding realistic detail to your models. This new edition is up-to-date with the latest Maya texturing, lighting, and rendering features, including an exploration of the Node Editor, new Maya utility nodes and expanded coverage of mental ray shaders, and render settings. The proven tutorials are culled from real-world experience and refined to give you the ultimate in practical skills. You'll learn workflow tips and tricks, the construction of custom shading networks, and the application of time-saving tools that bring your project from concept to reality. The companion website features several gigabytes of Maya scene files, texture bitmaps, and QuickTime movies that support the exercises in the book, giving you everything you need to advance your animation skillset. This book helps you take your rendering skills to the next level with the advanced tools and techniques that take animation from good to great. Learn the theory behind expert lighting design Understand shadows, shading components, and texture mapping Work with node networks, raytracing, and global illumination Try new approaches to rendering using Maya Software and mental ray If you're ready to take a big step forward and fine-tune your style, Advanced Maya Texturing and Lighting, Third Edition is the practical, hands-on guide you need.
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Advanced Global Illumination, 2nd Edition
Author: Philip Dutre
Publisher:
ISBN:
Category : Mathematics
Languages : en
Pages : 0
Book Description
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Publisher:
ISBN:
Category : Mathematics
Languages : en
Pages : 0
Book Description
This book provides a fundamental understanding of global illumination algorithms. It discusses a broad class of algorithms for realistic image synthesis and introduces a theoretical basis for the algorithms presented. Topics include: physics of light transport, Monte Carlo methods, general strategies for solving the rendering equation, stochastic path-tracing algorithms such as ray tracing and light tracing, stochastic radiosity including photon density estimation and hierarchical Monte Carlo radiosity, hybrid algorithms, metropolis light transport, irradiance caching, photon mapping and instant radiosity, beyond the rendering equation, image display and human perception. If you want to design and implement a global illumination rendering system or need to use and modify an existing system for your specific purpose, this book will give you the tools and the understanding to do so.
Radiosity and Realistic Image Synthesis
Author: Michael F. Cohen
Publisher: Elsevier
ISBN: 0080515673
Category : Computers
Languages : en
Pages : 415
Book Description
The goal of image synthesis is to create, using the computer, a visual experience that is identical to what a viewer would experience when viewing a real environment. Radiosity and Realistic Image Synthesis offers the first comprehensive look at the radiosity method for image synthesis and the tools required to approach this elusive goal. Basic concepts and mathematical fundamentals underlying image synthesis and radiosity algorithms are covered thoroughly. (A basic knowledge of undergraduate calculus is assumed). The algorithms that have been developed to implement the radiosity method ranging from environment subdivision to final display are discussed. Successes and difficulties in implementing and using these algorithms are highlighted. Extensions to the basic radiosity method to include glossy surfaces, fog or smoke, and realistic light sources are also described. There are 16 pages of full colour images and over 100 illustrations to explain the development and show the results of the radiosity method. Results of applications of this new technology from a variety of fields are also included. Michael Cohen has worked in the area of realistic image synthesis since 1983 and was instrumental in the development of the radiosity method. He is currently an assistant professor of computer science at Princeton University. John Wallace is a software engineer at 3D/EYE, Inc., where he is the project leader for the development of Hewlett-Packard's ATRCore radiosity and ray tracing library. A chapter on the basic concepts of image synthesis is contributed by Patrick Hanrahan. He has worked on the topic of image synthesis at Pixar, where he was instrumental in the development of the Renderman software. He has also led research on the hierarchical methods at Princeton University, where he is an associate professor of computer science. All three authors have written numerous articles on radiosity that have appeared in the SIGGAPH proceedings and elsewhere. They have also taught the SIGGRAPH course on radiosity for 5 years. - The first comprehensive book written about radiosity - Features applications from the fields of computer graphics, architecture, industrial design, and related computer aided design technologies - Offers over 100 illustrations and 16 pages of full-color images demonstrating the results of radiosity methods - Contains a chapter authored by Pat Hanrahan on the basic concepts of image synthesis and a foreword by Donald Greenberg
Publisher: Elsevier
ISBN: 0080515673
Category : Computers
Languages : en
Pages : 415
Book Description
The goal of image synthesis is to create, using the computer, a visual experience that is identical to what a viewer would experience when viewing a real environment. Radiosity and Realistic Image Synthesis offers the first comprehensive look at the radiosity method for image synthesis and the tools required to approach this elusive goal. Basic concepts and mathematical fundamentals underlying image synthesis and radiosity algorithms are covered thoroughly. (A basic knowledge of undergraduate calculus is assumed). The algorithms that have been developed to implement the radiosity method ranging from environment subdivision to final display are discussed. Successes and difficulties in implementing and using these algorithms are highlighted. Extensions to the basic radiosity method to include glossy surfaces, fog or smoke, and realistic light sources are also described. There are 16 pages of full colour images and over 100 illustrations to explain the development and show the results of the radiosity method. Results of applications of this new technology from a variety of fields are also included. Michael Cohen has worked in the area of realistic image synthesis since 1983 and was instrumental in the development of the radiosity method. He is currently an assistant professor of computer science at Princeton University. John Wallace is a software engineer at 3D/EYE, Inc., where he is the project leader for the development of Hewlett-Packard's ATRCore radiosity and ray tracing library. A chapter on the basic concepts of image synthesis is contributed by Patrick Hanrahan. He has worked on the topic of image synthesis at Pixar, where he was instrumental in the development of the Renderman software. He has also led research on the hierarchical methods at Princeton University, where he is an associate professor of computer science. All three authors have written numerous articles on radiosity that have appeared in the SIGGAPH proceedings and elsewhere. They have also taught the SIGGRAPH course on radiosity for 5 years. - The first comprehensive book written about radiosity - Features applications from the fields of computer graphics, architecture, industrial design, and related computer aided design technologies - Offers over 100 illustrations and 16 pages of full-color images demonstrating the results of radiosity methods - Contains a chapter authored by Pat Hanrahan on the basic concepts of image synthesis and a foreword by Donald Greenberg
Advanced Maya Texturing and Lighting
Author: Lee Lanier
Publisher: John Wiley & Sons
ISBN: 1118059670
Category : Computers
Languages : en
Pages : 679
Book Description
If you already understand the basics of Maya, the industry-leading 3D animation and effects software, you’ll be ready to move on to the sophisticated topics in this updated edition of Advanced Maya Texturing and Lighting. Detailed, easy-to-follow instructions will teach you the real-world production secrets that professional animators use to achieve amazing results. In the second edition, you will find extensive and updated coverage of the latest theories and trends in addition to an enclosed CD with exclusive content to help you sharpen your skills.
Publisher: John Wiley & Sons
ISBN: 1118059670
Category : Computers
Languages : en
Pages : 679
Book Description
If you already understand the basics of Maya, the industry-leading 3D animation and effects software, you’ll be ready to move on to the sophisticated topics in this updated edition of Advanced Maya Texturing and Lighting. Detailed, easy-to-follow instructions will teach you the real-world production secrets that professional animators use to achieve amazing results. In the second edition, you will find extensive and updated coverage of the latest theories and trends in addition to an enclosed CD with exclusive content to help you sharpen your skills.
GPU Gems 2
Author: Matt Pharr
Publisher: Addison-Wesley Professional
ISBN: 9780321335593
Category : Computers
Languages : en
Pages : 814
Book Description
More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
Publisher: Addison-Wesley Professional
ISBN: 9780321335593
Category : Computers
Languages : en
Pages : 814
Book Description
More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.