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Physically Based Rendering from Theory to Implementation - part1下载
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Physically Based Rendering from Theory to Implementation
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CHAPTER 01. INTRODUCTION
Literate Programming
Indexing and Cross-Referencing
Photorealistic Rendering and the Ray-Tracing Algorithm
Cameras
Ray-Object Intersections
Light Distribution
Visibility
Surface Scattering
Recursive Ray Tracing
Ray Propagation
pbrt: System Overview
Phases of Execution
Scene Representation
Main Rendering Loop
Scene Methods
An Integrator for Whitted-Style Ray Tracing
How to Proceed through This Book
The Exercises
Using and Understanding the Code
Pointer or Reference?
Code Optimization
The Book Web site
Bugs
Further Reading
Exercise
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
Coordinate Systems
Coordinate System Handedness
Vectors
Arithmetic
Scaling
Dot and Cross Product
Normalization
Coordinate System from a Vector
Points
Normals
Rays
Ray Differentials
Three-Dimensional Bounding Boxes
Transformations
Homogeneous Coordinates
Basic Operations
Translations
Scaling
x, y, and z Axis Rotations
Rotation around an Arbitrary Axis
The Look-At Transformation
Applying Transformations
Points
Vectors
Normals
Rays
Bounding Boxes
Composition of Transformations
Transformations and Coordinate System Handedness
Differential Geometry
Further Reading
Exercises
CHAPTER 03. SHAPES
Basic Shape Interface
Bounding
Refinement
Intersection
Avoiding Incorrect Self-Intersections
Shading Geometry
Surface Area
Sidedness
Spheres
Construction
Bounding
Intersection
Partial Spheres
Partial Derivatives of Normal Vectors
DifferentialGeometry Initialization
Surface Area
Cylinders
Construction
Bounding
Intersection
Partial Cylinders
Surface Area
Disks
Construction
Bounding
Intersection
Surface Area
Other Quadrics
Cones
Paraboloids
Hyperboloids
Triangles and Meshes
Triangle
Triangle Intersection
Surface Area
Shading Geometry
Subdivision Surfaces †
Mesh Representation
Bounds
Subdivison
Further Reading
Exercises
CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
Primitive Interface and Geometric Primitives
Geometric Primitives
Object Instancing
Aggregates
Ray-Box Intersections
Grid Accelerator
Creation
Traversal
Kd-Tree Accelerator
Tree Representation
Tree Construction
Traversal
Further Reading
Exercises
CHAPTER 05. COLOR AND RADIOMETRY
Spectral Representation
Spectrum Class
XYZ Color
Basic Radiometry
Basic Quantities
Incident and Exitant Radiance Functions
Working with Radiometric Integrals
Integrals over Projected Solid Angle
Integrals over Spherical Coordinates
Integrals over Area
Surface Reflection and the BRDF
Further Reading
Exercises
CHAPTER 06. CAMERA MODELS
Camera Model
Camera Coordinate Spaces
Projective Camera Models
Orthographic Camera
Perspective Camera
Depth of Field
Environment Camera
Further Reading
Exercises
CHAPTER 07. SAMPLING AND RECONSTRUCTION
Sampling Theory
The Frequency Domain and the Fourier Transform
Ideal Sampling and Reconstruction
Aliasing
Antialiasing Techniques
Application to Image Synthesis
Sources of Aliasing in Rendering
Understanding Pixels
Image Sampling Interface
Sample Representation and Allocation
Stratified Sampling
Low-Discrepancy Sampling †
Definition of Discrepancy
Constructing Low-Discrepancy Sequences
(0,2)-Sequences
The Low-Discrepancy Sampler
Best-Candidate Sampling Patterns †
Generating the Best-Candidate Pattern
Using the Best-Candidate Pattern
Image Reconstruction
Filter Functions
Further Reading
Exercises
CHAPTER 08. FILM AND THE IMAGING PIPELINE
Film Interface
Image Film
Image Output
Image Pipeline
Perceptual Issues and Tone Mapping †
Luminance and Photometry
Bloom
Tone Mapping Interface
Maximum to White
Contrast-Based Scale Factor
Varying Adaptation Luminance
Spatially Varying Nonlinear Scale
Final Imaging Pipeline Stages
Further Reading
Exercises
CHAPTER 09. REFLECTION MODELS
Basic Interface
Reflectance
BRDF>BTDF Adapter
Specular Reflection and Transmission
Fresnel Reflectance
Specular Reflection
Specular Transmission
Lambertian Reflection
Microfacet Models
Oren-Nayar Diffuse Reflection
Torrance-Sparrow Model
Blinn Microfacet Distribution
Anisotropic Microfacet Model
Lafortune Model
Fresnel Incidence Effects
Further Reading
Exercises
CHAPTER 10. MATERIALS
BSDFs
BSDF Memory Management
Material Interface and Implementations
Matte
Plastic
Additional Materials
Bump Mapping
Further Reading
Exercises
CHAPTER 11. TEXTURE
Sampling and Antialiasing
Finding the Texture Sampling Rate
Filtering Texture Functions
Ray Differentials for Specular Reflection and Transmission †
Texture Coordinate Generation
2D (u, v) Mapping
Spherical Mapping
Cylindrical Mapping
Planar Mapping
3DMapping
Texture Interface and Basic Textures
Constant Texture
Scale Texture
Mix Textures
Bilinear Interpolation
Image Texture
Texture Caching
MIPMaps
Isotropic Triangle Filter
Elliptically Weighted Average
Solid and Procedural Texturing
UV Texture
Checkerboard
Solid Checkerboard
Noise
Perlin Noise
Random Polka Dots
Noise Idioms and Spectral Synthesis
Bumpy and Wrinkled Textures
Windy Waves
Marble
Further Reading
Exercises
CHAPTER 12. VOLUME SCATTERING †
Volume Scattering Processes
Absorption
Emission
Out-Scattering and Extinction
In-scattering
Phase Functions
Volume Interface and Homogeneous Media
Homogeneous Volumes
Varying-Density Volumes
3D Grids
Exponential Density
Volume Aggregates
Further Reading
Exercises
CHAPTER 13. LIGHT SOURCES
Light Interface
Visibility Testing
Point Lights
Spotlights
Texture Projection Lights
Goniophotometric Diagram Lights
Distant Lights
Area Lights
Infinite Area Lights
Further Reading
Exercises
CHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS
Background and Probability Review
Continuous Random Variables
Expected Values and Variance
The Monte Carlo Estimator
Sampling Random Variables
The Inversion Method
Example: Power Distribution
Example: Exponential Distribution
Example: Piecewise-Constant 1D Functions
The Rejection Method
Example: Rejection Sampling a Unit Circle
Transforming between Distributions
Transformation in Multiple Dimensions
Example: Polar Coordinates
Example: Spherical Coordinates
2D Sampling with Multidimensional Transformations
Example: Uniformly Sampling a Hemisphere
Example: Sampling a Unit Disk
Example: Cosine-Weighted Hemisphere Sampling
Example: Sampling a Triangle
Further Reading
Exercises
CHAPTER 15. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY
Russian Roulette and Splitting
Splitting
Careful Sample Placement
Stratified Sampling
Quasi Monte Carlo
Warping Samples and Distortion
Bias
Importance Sampling
Multiple Importance Sampling
Sampling Reflection Functions
Sampling the Blinn Microfacet Distribution
Sampling the Anisotropic Microfacet Model
Sampling FresnelBlend
Specular Reflection and Transmission
Application: Estimating Reflectance
Sampling BSDFs
Sampling Light Sources
Basic Interface
Lights with Singularities
Area Lights
ShapeSet Sampling
Infinite Area Lights
Volume Scattering †
Sampling Phase Functions
Computing Optical Thickness
Further Reading
Exercises
CHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION
Direct Lighting
Estimating the Direct Lighting Integral
The Light Transport Equation
Basic Derivation
Analytic Solutions to the LTE
The Surface Form of the LTE
Integral over Paths
Delta Distributions in the Integrand
Partitioning the Integrand
The Measurement Equation and Importance
Path Tracing
Overview
Path Sampling
Incremental Path Construction
Implementation
Bidirectional Path Tracing †
Irradiance Caching
Particle Tracing and Photon Mapping
Theoretical Basis for Particle Tracing †
Photon Integrator
Building the Photon Maps
Using the Photon Map
Photon Interpolation and Density Estimation
Further Reading
Exercises
CHAPTER 17. LIGHT TRANSPORT II: VOLUME RENDERING †
The Equation of Transfer
Volume Integrator Interface
Emission-Only Integrator
Single Scattering Integrator
Further Reading
Exercises
CHAPTER 18. SUMMARY AND CONCLUSION
Design Retrospective
Abstraction versus Efficiency
Design Alternatives: Triangles Only
Design Alternatives: Streaming Computation
Major Projects
Parallel Rendering
Increased Scene Complexity
Subsurface Scattering
Precomputation for Interactive Rendering
Conclusion
APPENDIXES
Utilities
Scene Description Interface
Input File Format
Index of Fragments
Index of Classes and their Members
Index of Identifiers
REFERENCES
INDEX
ABOUT THE CD-ROM