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Real-Time Rendering
(June 1999)
Rendering realistic 3D images in a fraction of a second is an important
goal in today's computer graphics industry. With the timely publication
of "Real-Time Rendering," authors Tomas Möller and Eric
Haines present algorithms of lasting value, for use in computer-aided
design, simulation, virtual reality worlds, and games. Focusing on the
graphics pipeline, the book has chapters on transforms, optimization,
visual appearance, polygon manipulation, collision detection, and
special effects. Also included are a wide range of texture algorithms,
intersection methods, and speed-up techniques. The book concludes with a
section on hardware, including case studies of various graphics systems.
Appendices on linear algebra and trigonometry give concise summaries for
these fields. Copious references, reading recommendations, and a
dedicated web site for additional resources make this book an
indispensable guide in this rapidly evolving field.
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Realistic Ray Tracing
(June 2000)
Ray tracing is an innovative, effective method of producing
photorealistic three-dimensional computer graphics images by applying
simple algorithms. It works using the theory that one can model
reflection and refraction by tracing the path of light rays as they "bounce"
through an environment. Realistic Ray Tracings is a unique and
invaluable contribution for graphics programmers seeking to write their
own ray tracing programs as Peter Shirley takes them through the steps
of creating their own ray tracing programs ranging from simple images
through advanced special effects. Readers will be able to build up their
ray tracer one step at a time, chapter by chapter. Realistic Ray
Tracings also provides the details necessary to add special effects such
as soft shadows, gall and metal textures, indirect lighting,
depth-of-field, and motion blur. Those seeking to develop realistic
three-dimensional computer graphics, should begin with a careful reading
of Peter Shirley's Realistic Ray Tracings!
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Radiosity and Global Illumination
(August 1994)
Presents some of the most recent research in the radiosity method, a
simulation technique for radiant energy transfer, and global
illumination algorithms, and provides a theoretical presentation of the
various radiosity algorithms. Includes 93 illustrations and 45 color
plates, and information on design issues for the development of global
illumination software. Useful for computer graphics researchers,
students, and programmers with some prior knowledge of computer graphics
or simulation. Annotation copyright Book News, Inc. Portland, Or.
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An Introduction to Ray Tracing
(August 1989)
The creation of ever more realistic 3D images is central to the
development of computer graphics. Ray tracing is one of the most popular
and powerful means by which photo-realistic images can now be created.
From fundamental principles to advanced applications, this guide
provides how-to procedures and a detailed understanding of the
scientific foundations of ray tracing. Richly illustrated with color and
b&w plates.
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Advanced Animation and Rendering Techniques :
Theory and Practice
(November 1992)
An exposition of state-of-the-art techniques in rendering and
animation. This book provides a unique synthesis of techniques and
theory. Each technique is illustrated with a series of full-color frames
showing the development of the example. Features contains a wealth of
practical implementation detail includes practical algorithms backed up
by details of their implementation using RenderMan all animation
techniques based around real case studies of commercially produced work
includes 36 pages of color images. Advanced Animation and Rendering
Techniquesoffers a balance between theoretical concepts and
implementational detail that will be invaluable to professional
programmers and students alike.
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Radiosity and Realistic Image Synthesis
(August 1993)
A comprehensive look at the radiosity method for image synthesis and
the tools required to approach this elusive goal. Basic concepts and
mathematical fundamentals underlying image synthesis and radiosity
algorithms are covered thoroughly. There are 16 pages of full-color
images and over 100 illustrations to explain the development and show
the results of the radiosity method.
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Object-Oriented Ray Tracing in C++
(December 1993)
This is the first ray tracing book to focus on object-oriented methods
that can greatly enhance both the speed of processing and the quality of
the resulting graphics. It includes a brief introduction to ray tracing
and background on advanced topics such as acceleration techniques,
texture, mapping, soft shadowing, and translucency.
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Realistic Image Synthesis Using Photon Mapping
(July 2001)
The creation of realistic three-dimensional images is central to
computer graphics. Photon mapping, an extension of ray tracing, makes it
possible to efficiently simulate global illumination in complex scenes.
Photon mapping can simulate caustics (focused light, such as shimmering
waves at the bottom of a swimming pool), diffuse inter-reflections
(e.g., the bleeding of colored light from a red wall onto a white floor,
giving the floor a reddish tint), and participating media (e.g., clouds
or smoke). This book is a practical guide to photon mapping; it provides
both the theory and the practical insight necessary to implement photon
mapping and simulate all types of direct and indirect illumination
efficiently.
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Non-Photorealistic Rendering
(July 2001)
Many computer graphics researchers are exploring non-photorealistic
rendering techniques as an alternative to realistic rendering. Defined
by what it is not, non-photorealistic rendering brings art and science
together, concentrating less on the process and more on communicating
the content of an image. Techniques that have long been used by artists
can be applied to computer graphics to emphasize subtle attributes, and
to omit extraneous information. This book provides an overview of the
published research on non-photorealistic rendering in order to
categorize and distill the current research into a body of usable
techniques. A summary of non-photorealistic rendering algorithms, as
well as pseudo-code for producing some of the images, is included.
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