Physically Based Rendering: From Theory to Implementation

Physically Based Rendering: From Theory to Implementation

Matt Pharr, Greg Humphreys

Language: English

Pages: 860

ISBN: B01M013UX1

Format: PDF / Kindle (mobi) / ePub


From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems-there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.

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implements it. We believe that the literate programming approach is a valuable way to introduce ideas in computer science and computer graphics. Often, some of the subtleties of an     xii Preface algorithm can be missed until it is implemented; seeing someone else’s implementation is a good way to acquire a solid understanding of an algorithm’s details. Indeed, we believe that deep understanding of a smaller number of algorithms provides a stronger base for further study of graphics than

initialized by the renderer’s main loop, in the code fragment Generate ray differentials for camera ray ✁ , on page 12.     RayDifferential Methods ✁✁  ✂ explicit RayDifferential(const Ray &ray) : Ray(ray) { hasDifferentials = false; }   Ray 36 RayDifferential 37 ✟ ✁  ☎ RayDifferential Public Data ✁✄✂ bool hasDifferentials; Ray rx, ry; ✌✍✄ ✆ ✆✄✂ ✟✑✏ ☎ ✆✡✁ ✎ ✏ ☛ ✁ ✍✞ ✌ ✍☛ ✆☎ ✂ ✍☛ ✆ ✎ ✍ ✁✞✟ ✏ ✁ ✝☎ ✁ Why isn’t the naming in 3D consistent with the naming in 2D? We should fix this.

Methods ✁ union { MailboxPrim *onePrimitive; MailboxPrim **primitives; }; u_int allCanIntersect:1; u_int nPrimitives:31; }; When a Voxel is first allocated, only a single primitive has been found that overlaps it, so Voxel::nPrimitives is one, and Voxel::onePrimitive is used to store a pointer to its MailboxPrim. As more primitives are found to overlap, Voxel::nPrimitives will be greater than one, and Voxel::primitives is set to point to a dynamically-allocated array of pointers to MailboxPrim

ray.d[axis]; DeltaT[axis] = Width[axis] / ray.d[axis]; Step[axis] = 1; Out[axis] = NVoxels[axis]; This comes out of nowhere; maybe it should be presented alongsided PosToVoxel? The GridAccel::VoxelToPos() method is the opposite of GridAccel::PosToVoxel(); it returns the position of a particular voxel’s lower corner.   GridAccel Private Public Methods ✁✁  ✂ Float VoxelToPos(int p, int axis) const { return bounds.pMin[axis] + p * Width[axis]; } Sec. 4.3]   Grid Accelerator 149 GridAccel

atmospheric phenomena and assume that the scene is a collection of surfaces in a vacuum. These restrictions will be relaxed in Chapter 12.     ✓✟✡✞ ✏ ☛     ✆☎✓ ✄ ✄ ✞ ✌   ✆ ☛ ✄ ✆ ✎ ✆✞✁☎✄ ✞☛✄ ✏ ☛   ✁ color.h* ✁✄✂ #include "lrt.h"   Spectrum Declarations ✁ ✔✁    178 Color and Radiometry [Ch. 5 Brightness 100 50 0 400 500 600 700 Wavelength Brightness 0.6 0.4 0.2 0 400 500 600 700 Wavelength Figure 5.1: Spectral power distributions of a fluorescent light (top) and the

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