Ray Tracing from the Ground Up
Book information
Description
Front Cover -- Contents -- Foreword -- Preface -- Acknowledgments -- 1. Ray Tracer Design and Programming -- 2. Some Essential Mathematics -- 3. Bare-Bones Ray Tracing -- 4. Antialiasing -- 5. Sampling Techniques -- 6. Mapping Samples to a Disk -- 7. Mapping Samples to a Hemisphere -- 8. Perspective Viewing -- 9. A Practical Viewing System -- 10. Depth of Field -- 11. Nonlinear Projections -- 12. Stereoscopy -- 13. Theoretical Foundations -- 14. Lights and Materials -- 15. Specular Refl ection -- 16. Shadows -- 17. Ambient Occlusion -- 18. Area Lights -- 19. Ray-Object Intersections -- 20. Affine Transformations -- 21. Transforming Objects -- 22. Regular Grids -- 23. Triangle Meshes -- 24. Mirror Reflection -- 25. Glossy Reflection -- 26. Global Illumination -- 27. Simple Transparency -- 28. Realistic Transparency -- 29. Texture Mapping -- 30. Procedural Textures -- 31. Noise-Based Textures -- Bibliography? -- Back Cover Read more... Abstract: Front Cover -- Contents -- Foreword -- Preface -- Acknowledgments -- 1. Ray Tracer Design and Programming -- 2. Some Essential Mathematics -- 3. Bare-Bones Ray Tracing -- 4. Antialiasing -- 5. Sampling Techniques -- 6. Mapping Samples to a Disk -- 7. Mapping Samples to a Hemisphere -- 8. Perspective Viewing -- 9. A Practical Viewing System -- 10. Depth of Field -- 11. Nonlinear Projections -- 12. Stereoscopy -- 13. Theoretical Foundations -- 14. Lights and Materials -- 15. Specular Refl ection -- 16. Shadows -- 17. Ambient Occlusion -- 18. Area Lights -- 19. Ray-Object Intersections -- 20. Affine Transformations -- 21. Transforming Objects -- 22. Regular Grids -- 23. Triangle Meshes -- 24. Mirror Reflection -- 25. Glossy Reflection -- 26. Global Illumination -- 27. Simple Transparency -- 28. Realistic Transparency -- 29. Texture Mapping -- 30. Procedural Textures -- 31. Noise-Based Textures -- Bibliography? -- Back Cover Content: 1 Ray Tracer Design and Programming 2 Some Essential Mathematics 3 Bare-Bones Ray Tracing 4 Antialiasing 5 Sampling Techniques 6 Mapping Samples to a Disk 7 Mapping Samples to a Hemisphere 8 Perspective Viewing 9 A Practical Viewing System 10 Depth of Field 11 Nonlinear Projections 12 Stereoscopy 13 Theoretical Foundations 14 Lights and Materials, 15 Specular Reflection 16 Shadows 17 Ambient Occlusion 18 Area Lights 19 Ray-Object Intersections 20 Affine Transformations 21 Transforming Objects 22 Regular Grids 23 Triangle Meshes 24 Mirror Reflection 25 Glossy Reflection 26 Global Illumination 27 Simple Transparency 28 Realistic Transparency 29 Texture Mapping 30 Procedural Textures 31 Noise-Based Textures
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