Movatterモバイル変換
[0]
ホーム
URL:
画像なし
夜間モード
Physically Based Rendering:
Contents
Preface
Further Reading
1 Introduction
1.1 Literate Programming
1.2 Photorealistic Rendering and the Ray-Tracing Algorithm
1.3 pbrt: System Overview
1.4 How to Proceed through This Book
1.5 Using and Understanding the Code
1.6 A Brief History of Physically Based Rendering
Further Reading
Exercises
2 Monte Carlo Integration
2.1 Monte Carlo: Basics
2.2 Improving Efficiency
2.3 Sampling Using the Inversion Method
2.4 Transforming between Distributions
Further Reading
Exercises
3 Geometry and Transformations
3.1 Coordinate Systems
3.2 n-Tuple Base Classes
3.3 Vectors
3.4 Points
3.5 Normals
3.6 Rays
3.7 Bounding Boxes
3.8 Spherical Geometry
3.9 Transformations
3.10 Applying Transformations
3.11 Interactions
Further Reading
Exercises
4 Radiometry, Spectra, and Color
4.1 Radiometry
4.2 Working with Radiometric Integrals
4.3 Surface Reflection
4.4 Light Emission
4.5 Representing Spectral Distributions
4.6 Color
Further Reading
Exercises
5 Cameras and Film
5.1 Camera Interface
5.2 Projective Camera Models
5.3 Spherical Camera
5.4 Film and Imaging
Further Reading
Exercises
6 Shapes
6.1 Basic Shape Interface
6.2 Spheres
6.3 Cylinders
6.4 Disks
6.5 Triangle Meshes
6.6 Bilinear Patches
6.7 Curves
6.8 Managing Rounding Error
Further Reading
Exercises
7 Primitives and Intersection Acceleration
7.1 Primitive Interface and Geometric Primitives
7.2 Aggregates
7.3 Bounding Volume Hierarchies
Further Reading
Exercises
8 Sampling and Reconstruction
8.1 Sampling Theory
8.2 Sampling and Integration
8.3 Sampling Interface
8.4 Independent Sampler
8.5 Stratified Sampler
8.6 Halton Sampler
8.7 Sobol’ Samplers
8.8 Image Reconstruction
Further Reading
Exercises
9 Reflection Models
9.1 BSDF Representation
9.2 Diffuse Reflection
9.3 Specular Reflection and Transmission
9.4 Conductor BRDF
9.5 Dielectric BSDF
9.6 Roughness Using Microfacet Theory
9.7 Rough Dielectric BSDF
9.8 Measured BSDFs
9.9 Scattering from Hair
Further Reading
Exercises
10 Textures and Materials
10.1 Texture Sampling and Antialiasing
10.2 Texture Coordinate Generation
10.3 Texture Interface and Basic Textures
10.4 Image Texture
10.5 Material Interface and Implementations
Further Reading
Exercises
11 Volume Scattering
11.1 Volume Scattering Processes
11.2 Transmittance
11.3 Phase Functions
11.4 Media
Further Reading
Exercises
12 Light Sources
12.1 Light Interface
12.2 Point Lights
12.3 Distant Lights
12.4 Area Lights
12.5 Infinite Area Lights
12.6 Light Sampling
Further Reading
Exercises
13 Light Transport I: Surface Reflection
13.1 The Light Transport Equation
13.2 Path Tracing
13.3 A Simple Path Tracer
13.4 A Better Path Tracer
Further Reading
Exercises
14 Light Transport II: Volume Rendering
14.1 The Equation of Transfer
14.2 Volume Scattering Integrators
14.3 Scattering from Layered Materials
Further Reading
Exercises
15 Wavefront Rendering on GPUs
15.1 Mapping Path Tracing to the GPU
15.2 Implementation Foundations
15.3 Path Tracer Implementation
Further Reading
Exercises
16 Retrospective and the Future
16.1 pbrt over the Years
16.2 Design Alternatives
16.3 Emerging Topics
16.4 The Future
16.5 Conclusion
Further Reading
A Sampling Algorithms
A.1 The Alias Method
A.2 Reservoir Sampling
A.3 The Rejection Method
A.4 Sampling 1D Functions
A.5 Sampling Multidimensional Functions
Further Reading
Exercises
B Utilities
B.1 System Startup, Cleanup, and Options
B.2 Mathematical Infrastructure
B.3 User Interaction
B.4 Containers and Memory Management
B.5 Images
B.6 Parallelism
B.7 Statistics
Further Reading
Exercises
C Processing the Scene Description
C.1 Tokenizing and Parsing
C.2 Managing the Scene Description
C.3 BasicScene and Final Object Creation
C.4 Adding New Object Implementations
Further Reading
Exercises
References
Index of Fragments
Index of Identifiers
Physically Based Rendering: From Theory To Implementation
,
© 2004-2023
Matt Pharr, Wenzel Jakob, and Greg Humphreys.
Purchase a printed copy:
[8]
ページ先頭
©2009-2025
Movatter.jp