Rendering with Radiance
Title | Rendering with Radiance PDF eBook |
Author | Greg Ward Larson |
Publisher | Morgan Kaufmann Publishers |
Total Pages | 714 |
Release | 1998 |
Genre | Computers |
ISBN |
Radiance is a collection of approximately 50 programs that do everything from object modeling to point calculation, rendering, image processing and display. This is the definitive reference on the radiance lighting simulation and rendering system.
Rendering with Radiance
Title | Rendering with Radiance PDF eBook |
Author | Greg Larson |
Publisher | |
Total Pages | 690 |
Release | 2009-03 |
Genre | |
ISBN | 9781439228753 |
Rendering with Radiance
Title | Rendering with Radiance PDF eBook |
Author | Rob Shakespeare |
Publisher | |
Total Pages | 690 |
Release | 2004-04-01 |
Genre | |
ISBN | 9781594574337 |
Radiance is a unique suite of lighting-visualization programs that is capable of true photo-quality light simulation for existing, imagined, or reconstructed scenes. The potential benefits of this facility to computer graphics practitioners, illumination engineers, and designers are enormous, and this unique book makes these benefits accessible. This book replaces the now out-of-print first edition (ISBN 1-55860-499-5). The ISBN printed on the back cover of the book is 0-9745381-0-8.
Practical Global Illumination with Irradiance Caching
Title | Practical Global Illumination with Irradiance Caching PDF eBook |
Author | Jaroslav Krivanek |
Publisher | Morgan & Claypool Publishers |
Total Pages | 148 |
Release | 2009-07-08 |
Genre | Technology & Engineering |
ISBN | 1598296450 |
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
Ray Tracing Gems
Title | Ray Tracing Gems PDF eBook |
Author | Eric Haines |
Publisher | Apress |
Total Pages | 622 |
Release | 2019-02-25 |
Genre | Computers |
ISBN | 1484244273 |
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs
Real-Time Rendering
Title | Real-Time Rendering PDF eBook |
Author | Tomas Akenine-Möller |
Publisher | CRC Press |
Total Pages | 1046 |
Release | 2019-01-18 |
Genre | Computers |
ISBN | 1315362007 |
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
Physically Based Rendering
Title | Physically Based Rendering PDF eBook |
Author | Matt Pharr |
Publisher | Morgan Kaufmann |
Total Pages | 1201 |
Release | 2010-06-28 |
Genre | Computers |
ISBN | 0123750792 |
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.