An Introduction to Ray TracingAndrew S. Glassner Morgan Kaufmann, 1989 M01 28 - 327 pages The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics. An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design.
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Contents
An Overview of Ray Tracing by Andrew S Glassner | 1 |
Essential Ray Tracing Algorithms by Eric Haines 333 | 79 |
Surface Physics for Ray Tracing | 121 |
Stochastic Sampling and Distributed Ray Tracing | 161 |
A Survey of Ray Tracing Acceleration Techniques | 201 |
Writing A Ray Tracer by Paul S Heckbert | 263 |
A Ray Tracing Bibliography by Paul S Heckbert | 295 |
Index | 323 |
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Common terms and phrases
acceleration algorithm aliasing anti-aliasing axis beam bounding boxes bounding volume hierarchy candidate list color computer graphics cone convex coordinates CSG tree curve data structure defined depth of field diffuse reflection direction cube distance distributed ray tracing efficient environment example filter frequency function geometry given Graph IEEE Comput image synthesis incident light incident ray intersection calculations intersection point intersection tests jitter July Kajiya lens light rays light source method microfacets motion blur node Nyquist limit octree parameters parametric surfaces patch photon pixel point of intersection polygon prim primitive objects problem processors quadric ray intersection ray origin ray tracing algorithm ray tree recursive reflected ray refraction rendering equation scene screen shading model shadow rays shown in Figure Siggraph Siggraph 84 solid solution solve spatial subdivision spectrum specular reflection sphere stochastic sampling supersampling surface normal t₁ techniques texture mapping Trace rays transformation transmitted ray vector voxel wavelength
Popular passages
Page 302 - Weghorst H., Hooper G. and Greenberg DP, Improved Computational Methods for Ray Tracing, ACM Transactions on Graphics, 3(1), 1984, pp.