Physically Based Rendering: From Theory to Implementation

Physically Based Rendering: From Theory to Implementation

Matt Pharr, Greg Humphreys

Language: English

Pages: 860

ISBN: B01M013UX1

Format: PDF / Kindle (mobi) / ePub


From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems-there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.

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contribution to the reflected light in the integral over incoming directions, which is added to the total of reflected radiance stored in L. After all lights have been considered, the integrator has computed total reflection due to direct lighting: light that arrives at the surface directly from emissive objects (as opposed to light that has reflected off other objects in the scene before arriving at the point.)   Compute reflection by integrating over the lights ✁✄✂ Vector wi; for (u_int i = 0;

p2).LengthSquared(); }   Although it doesn’t make sense mathematically to weight points by a scalar or add two points together, the Point class still allows these operations in order to be able to compute weighted sums of points, which is mathematically meaningful as long as the weights used all sum to one. The code for scalar multiplication and addition with Points is identical to Vectors, so it is not shown here. ✟ ✁  ☛☎✄ ☎ ✞ ✌ ✎ ✁✝   Geometry Declarations ✁✁  ✂ class COREDLL Normal {

the x axis, but are rotated by the given angle. An arbitrary point in space is similarly rotated about x while staying in the same yz plane as it was originally. The implementation of the RotateX() creation function is straightforward. ✁ Matrix4x4 675 Transform 43   ✁ ✁ ✁ ✁ ✁ Transform Method Definitions ✁✁  ✂ Transform RotateX(Float angle) { Float sin_t = sinf(Radians(angle)); Float cos_t = cosf(Radians(angle)); Matrix4x4 *m = new Matrix4x4(1, 0, 0, 0, 0, cos_t, -sin_t, 0, 0, sin_t,

ray.d[axis]; DeltaT[axis] = Width[axis] / ray.d[axis]; Step[axis] = 1; Out[axis] = NVoxels[axis]; This comes out of nowhere; maybe it should be presented alongsided PosToVoxel? The GridAccel::VoxelToPos() method is the opposite of GridAccel::PosToVoxel(); it returns the position of a particular voxel’s lower corner.   GridAccel Private Public Methods ✁✁  ✂ Float VoxelToPos(int p, int axis) const { return bounds.pMin[axis] + p * Width[axis]; } Sec. 4.3]   Grid Accelerator 149 GridAccel

that S   λ✁ (5.1.1) ✁ ∑ ci Bi   λ ✁ ☎   i Measured SPDs of real-world objects are often given in 10nm increments; this corresponds to a step-function basis: ✂ B   λ✁ ab   1 0 ✂ : : a λ b otherwise   ✄ Another common basis function is the delta function that evaluates the SPD at single wavelengths. Others that have been investigated include polynomials and Gaussians. Given an SPD and its associated set of linear basis function coefficients, a number of operations on the spectral

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