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Norico Kurachi - The Magic of Computer Graphics [June 2011, PDF, ENG]

Сообщение Солнышко » 30 янв 2018, 00:46

The Magic of Computer Graphics
Год: June 2011
Автор: Norico Kurachi
Жанр: CG
Издательство: CRC Press
ISBN: 978-1-56881-577-0
Язык: Английский
Формат: PDF
Качество: Отсканированные страницы + слой распознанного текста
Интерактивное оглавление: Да
Количество страниц: 405
Описание: The origin of this book was the technical column that I wrote every month in a computer graphics-related Japanese magazine (called CGWORLD). My column had two distinguishing characteristics: its topics and style. I daringly selected topics whose value had not been well-established in the CG community but that nevertheless looked like they would have potential to make the CG scene evolve to the next stage. The writing style of the column was also unique. I communicated personally with the researchers and developers whose methods I described. These interviews enabled me to include added details about what challenges motivated their work and where their inspiration came from, as well as their insights for the future or their suggestions for practical application of their work that they couldn’t include in the technical papers. Sometime after I started this column, people came to expect that its contents would be summed up in the form of a book. The column itself spans a wide range of CG technologies and, in the beginning, it was intended for the book to cover all of them. However, as the writing went on, I discovered that it was unrealistic to cover such a huge volume of material all at once. Therefore I decided to focus on rendering technologies—the first quarter of the original plan. The book, published by the Japanese publisher Ohmsha, was released at the end of 2007 as CG Magic: Rendering. From the responses of researchers and the developers that I had spoken with while writing the book, I knew that even outside of Japan it is uncommon to find a book with contents like this one. I became convinced that it would be meaningful if this book were translated into English and could be read by a wider range of people. Therefore, as soon as the Japanese book was released, I started translating it into English, and when half of translation was completed, I told Greg Ward, who had always been supportive of my writing the book, about my plan of releasing an English edition. He was very positive and gave me the opportunity to meet with Alice Peters at SIGGRAPH 2008, which led to the birth of this book. Even though this started as simply a translated version of the previous Japanese book, I wanted to include descriptions of new developments occurring on the CG scene since the release of the Japanese book. For example, the new sections on hair rendering were added because hair rendering technologies, from a practical viewpoint, had reached a turning point in physical accuracy. In addition, a new section has been added at the end of each chapter in order to describe how the technologies introduced in the chapter are in progress. Finally I should note two things. One is that the stories in this book focus mainly on technologies invented after 2000; therefore, I recommend that people refer to more traditional books in order to study the fundamentals of CG rendering. The other is that even though this book describes the content of professional technical papers, it has been adapted to be more accessible to people who are non-professionals in CG rendering. Therefore, I refer those people interested in further study to the original technical papers (listed in the references). Admitting such imperfections, I hope that the stories about how these new ideas were born and eventually became widespread will be valuable for all those who are interested in the magic that CG enables. I also expect that this book will find a place with people who are interested in visual effects because this book includes many stories about how new CG theories came to be used in this area. In general, the developing theories and the process of making them practical are very different areas; however, when combined they can make new CG technologies a reality and lead to a true revolution. The stories in this book describe efforts in both areas, and I hope that this feature of the book can inspire those who will lead the progress of CG technologies.
I Geometry-Based Approaches 1
1 Introduction to Photorealistic Rendering 3
1.1 Physical Quantities of Light . . . . . . . . . . . . . . . . . . 3
1.2 ModelingtheBehaviorofLight . . . . . . . . . . . . . . . . 8
1.3 StructureofRendering . . . . . . . . . . . . . . . . . . . . . 16
2 Global Illumination 23
2.1 TheRenderingEquationandItsSolutions . . . . . . . . . . . 23
2.2 TheRadiosityMethod . . . . . . . . . . . . . . . . . . . . . 25
2.3 MonteCarloRay andPathTracing . . . . . . . . . . . . . . . 27
2.4 PhotonMapping. . . . . . . . . . . . . . . . . . . . . . . . . 38
2.5 ProgrammableGraphicsHardwareandGI . . . . . . . . . . . 43
3 Volume Rendering and Participating Media 53
3.1 VolumeVisualizationTechniques . . . . . . . . . . . . . . . . 53
3.2 VolumeRendering . . . . . . . . . . . . . . . . . . . . . . . 55
3.3 ParticipatingMedia . . . . . . . . . . . . . . . . . . . . . . . 62
4 Subsurface Scattering 83
4.1 SubsurfaceScattering . . . . . . . . . . . . . . . . . . . . . . 83
4.2 ModelingSubsurfaceScattering . . . . . . . . . . . . . . . . 87
4.3 BSSRDFModels . . . . . . . . . . . . . . . . . . . . . . . . 92
4.4 Recent Progress in Subsurface Scattering . . . . . . . . . . . 119
II Image-Based Approaches 123
5 Image-Based Rendering 125
5.1 Stereo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
5.2 ImageWarping . . . . . . . . . . . . . . . . . . . . . . . . . 137
5.3 Image-BasedModelingandRendering . . . . . . . . . . . . . 138
5.4 TheLightField . . . . . . . . . . . . . . . . . . . . . . . . . 147
6 High Dynamic Range Imaging 165
6.1 Response Curves and HDR Imaging . . . . . . . . . . . . . . 165
6.2 HDRFileFormats . . . . . . . . . . . . . . . . . . . . . . . . 173
6.3 HDRVideo . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
7 Image-Based Lighting 187
7.1 TheBasics of Image-BasedLighting . . . . . . . . . . . . . . 187
7.2 EnvironmentMaps andIBL . . . . . . . . . . . . . . . . . . 190
III Coalescence of Geometry-Based and Image-Based
Approaches 211
8 Reconstruction of Reflectance 213
8.1 BRDFModels . . . . . . . . . . . . . . . . . . . . . . . . . . 213
8.2 TheReflectanceField . . . . . . . . . . . . . . . . . . . . . . 240
8.3 SeparationofDirect andGlobal Illumination . . . . . . . . . 258
8.4 ReflectanceofHair . . . . . . . . . . . . . . . . . . . . . . . 274
8.5 Multiple Scattering in Hair . . . . . . . . . . . . . . . . . . . 282
8.6 RecoveringDetails ofHair . . . . . . . . . . . . . . . . . . . 291
9 Bidirectional Texture Function 305
9.1 OriginofBTFs . . . . . . . . . . . . . . . . . . . . . . . . . 306
9.2 BTFSynthesis . . . . . . . . . . . . . . . . . . . . . . . . . . 309
9.3 BTFModels . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
10 Radiance Transfer 339
10.1 PRT Fundamentals . . . . . . . . . . . . . . . . . . . . . . . 340
10.2 AdvancingRadianceTransfer . . . . . . . . . . . . . . . . . . 351
10.3 PRTandDynamicSimulation . . . . . . . . . . . . . . . . . 372
10.4 PrecomputedAcousticTransfer . . . . . . . . . . . . . . . . . 381
10.5 PrecomputedRadianceTransfer inMovies . . . . . . . . . . . 383
Bibliography 387
Index 405
Доп. информация: http://www.amazon.com/exec/obidos/ASIN/1568815778/sofa-20/ref=nosim

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