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Physically-Based.Rendering.-.From.Theory.To.Implementation.pdf
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Physically-Based.Rendering.-.From.Theory.To.Implementation.pdf
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DRAFT (4 November 2003) — Do Not Distribute
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2003 Matt Pharr and Greg Humphreys
1 Introduction 1
1.1 Approaching the System 1
1.2 Rendering and the Ray–Tracing Algorithm 5
1.3 System Overview 5
1.4 How To Proceed Through This Book 21
2 Geometry and Transformations 25
2.1 Vectors 27
2.2 Points 33
2.3 Normals 34
2.4 Rays 35
2.5 Three-dimensional bounding boxes 38
2.6 Transformations 41
2.7 Applying Transforms 52
2.8 Differential Geometry 57
3 Shapes 63
iv Contents
3.1 Basic Shape Interface 63
3.2 Spheres 68
3.3 Cylinders 78
3.4 Disks 82
3.5 Other Quadrics 85
3.6 Triangles and Meshes 87
3.7 ***ADV***: Subdivision Surfaces 98
4 Primitives and Intersection Acceleration 129
4.1 Geometric Primitives 130
4.2 Aggregates 135
4.3 Grid Accelerator 138
4.4 Kd-Tree Accelerator 152
5 Color and Radiometry 177
5.1 Spectral Representation 177
5.2 Basic Radiometry 185
5.3 Working with Radiometric Integrals 190
5.4 Surface Reflection 194
6 Camera Models 201
6.1 Camera Model 201
6.2 Projective Camera Models 205
6.3 Environment Camera 217
7 Sampling and Reconstruction 221
7.1 Fourier Theory 222
7.2 Sampling Theory 225
7.3 Image Sampling Interface 236
7.4 Stratified Sampling 242
7.5 ***ADV***: Low-Discrepancy Sequences 252
7.6 ***ADV***: Best-Candidate Sampling Patterns 265
7.7 Image Reconstruction 279
8 Film and the Imaging Pipeline 293
8.1 Film Interface 294
8.2 Image Film 295
8.3 ***ADV***: Perceptual Issues and Tone Mapping 303
8.4 Device RGB Conversion and Output 322
Contents v
9 Reflection Models 329
9.1 Basic Interface 334
9.2 Specular Reflection and Transmission 337
9.3 Lambertian Reflection 351
9.4 Microfacet Models 352
9.5 Lafortune Model 362
9.6 Fresnel Incidence Effects 364
10 Materials 369
10.1 BSDFs 369
10.2 Material Interface and Bump Mapping 374
10.3 Matte 381
10.4 Plastic 382
10.5 Translucent 383
10.6 Glass 384
10.7 Mirror 385
10.8 Shiny Metal 386
10.9 Diffuse Substrate 387
10.10 Measured Data 388
10.11 Uber Material 390
11 Texture 393
11.1 Texture Interface and Basic Textures 394
11.2 Sampling and Anti-Aliasing 397
11.3 Texture Coordinate Generation 405
11.4 Interpolated Textures 410
11.5 Image Texture 412
11.6 Solid and Procedural Texturing 431
11.7 Noise 440
12 ***ADV***: Volume Scattering 457
12.1 ***ADV***: Volume Scattering Processes 458
12.2 ***ADV***: Phase Functions 463
12.3 ***ADV***: Volume Interface and Homogeneous Volumes 465
12.4 ***ADV***: Varying-Density Volumes 468
12.5 ***ADV***: Volume Aggregates 472
剩余859页未读,继续阅读
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