An Introduction to Ray TracingAndrew S. Glassner 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
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Chapter 2 Essential Ray Tracing Algorithms | 33 |
Chapter 3 A Survey of RaySurface Intersection Algorithms | 79 |
Chapter 4 Surface Physics for Ray Tracing | 121 |
Chapter 5 Stochastic Sampling and Distributed RayTracing | 161 |
Chapter 6 A Survey of Ray Tracing Acceleration Techniques | 201 |
Chapter 7 Writing a Ray Tracer | 263 |
295 | |
Chapter 9 A Ray Tracing Glossary | 307 |
ACKNOWLEDGMENT | 323 |
325 | |
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Common terms and phrases
algebraic algorithm aliasing anti-aliasing axis beam bounce bounding boxes bounding volume hierarchy candidate list color computer graphics cone convex 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 image synthesis incident light incident ray intersecting a ray intersection calculations intersection point intersection tests jitter Kajiya lens light rays light source method microfacets motion blur node Nyquist limit octree parameters parametric surface patch photon pixel point of intersection polygon prim primitive objects problem processors quadric ray intersection ray origin ray tree recursive reflected ray refraction rendering equation samples per pixel scene screen shading model shadow rays shown in Figure Siggraph Siggraph 84 solid solution solve space spatial subdivision spectrum specular reflection sphere stochastic sampling supersampling surface normal techniques texture mapping Trace rays transformation transmitted ray vector voxel wavelength