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Tables of Contents for Realistic Image Synthesis Using Photon Mapping
Chapter/Section Title
Page #
Page Count
Preface
xv
 
Introduction
1
10
Realistic Image Synthesis
2
1
Global Illumination
3
4
Ray-Tracing Techniques
4
1
Finite Element Radiosity Techniques
5
1
Hybrid and Multi-Pass Techniques
6
1
Photon Mapping
7
1
Overview of This Book
7
4
Fundamentals of Global Illumination
11
22
The Nature of Light
11
2
Lighting Terminology
13
4
Radiometry
13
2
Photometry
15
1
The Solid Angle
16
1
Light Emission
17
1
Light Scattering
18
9
The BSSRDF
18
1
The BRDF
19
1
The Reflectance
20
1
Diffuse Reflection
21
1
Specular Reflection
22
2
Reflection Models
24
3
The Rendering Equation
27
3
The Radiosity Equation
29
1
Neumann Series Expansion
29
1
Path Integral Formulation
30
1
Light Transport Notation
30
3
Monte Carlo Ray Tracing
33
18
Classic Ray Tracing
34
3
Algorithm
36
1
Path Tracing
37
6
Algorithm
42
1
Bidirectional Path Tracing
43
4
Algorithm
47
1
Metropolis Light Transport
47
4
Algorithm
50
1
The Photon-Mapping Concept
51
4
Motivation
51
2
Developing the Model
53
1
Overview
54
1
Photon Tracing
55
12
Photon Emission
55
5
Diffuse Point Light
56
1
Spherical Light
57
1
Square Light
58
1
Directional Light
58
1
Complex Light
58
1
Multiple Lights
59
1
Projection Maps
59
1
Photon Scattering
60
4
Specular Reflection
60
1
Diffuse Reflection
60
1
Arbitrary BRDF Reflection
61
1
Russian Roulette
61
3
Photon Storing
64
3
The Photon Map Data Structure
67
8
The Data Structure
67
2
Photon Representation
69
1
The Balanced Kd-Tree
70
2
Memory Layout
71
1
Balancing Algorithm
71
1
Locating the Nearest Photons Efficiently
72
3
Algorithm
72
3
The Radiance Estimate
75
10
Density Estimation
75
2
Derivation
77
3
Algorithm
80
1
Filtering
80
3
The Cone Filter
81
1
The Gaussian Filter
82
1
Differential Checking
83
1
Photon Gathering
83
2
Visualizing the Photon Map
85
10
Rendering Caustics
86
1
Rendering Color Bleeding
87
2
Excluding Direct Illumination
89
1
Fast Approximations
89
2
Caustics Examples
91
4
Reflection Inside a Ring
91
1
Prism with Dispersion
91
1
Caustics on a Non-Lambertian Surface
92
1
A Glass of Cognac on a Rough Surface
92
3
A Practical Two-Pass Algorithm
95
18
Overview
95
1
Solving the Rendering Equation
96
1
Pass 1: Photon Tracing
97
3
The Caustics Photon Map
97
2
The Global Photon Map
99
1
Pass 2: Rendering
100
4
Direct Illumination
101
1
Specular and Glossy Reflection
102
1
Caustics
102
1
Multiple Diffuse Reflections
103
1
Examples
104
9
The Four Rendering Components
105
1
Fractal Box
105
1
Box with Water
106
4
Global Illumination on a Point Cloud
110
1
A Mountain Landscape
110
1
The Courtyard House
111
2
Mies van der Rohe
Participating Media
113
26
Light Scattering in Participating Media
114
1
The Volume Rendering Equation
115
1
The Phase Function
115
4
Isotropic Scattering
116
1
The Henyey-Greenstein Phase Function
116
1
The Schlick Phase Function
117
1
Other Phase Functions
118
1
Ray Marching
119
2
Adaptive Ray Marching
121
1
Photon Tracing
121
3
Photon Scattering
123
1
Photon Storing
123
1
Photon Emission
123
1
The Volume Radiance Estimate
124
1
Rendering Participating Media
125
2
Subsurface Scattering
127
2
Photon Tracing
127
1
Rendering
128
1
Examples
129
10
Rising Smoke
129
1
Smoke Flowing past a Sphere
129
1
A Volume Caustic
130
1
Michelangelo's David
130
4
A Weathered Granite Sphinx
134
1
A Translucent Marble Bust
135
4
Optimization Strategies
139
14
Irradiance Caching
139
5
Irradiance Gradients
142
1
Irradiance Caching and Photon Mapping
143
1
Importance Sampling
144
1
Visual Importance
145
2
A Three-Pass Technique
147
1
Efficient Stratification of Photons
147
1
Faster Shadows with Shadow Photons
148
3
Precomputed Irradiance
151
1
Parallel Computations
151
2
A Basic Monte Carlo Integration
153
4
A.1 The Sample Mean Method
153
1
A.2 Variance-Reduction Techniques
154
3
B A Photon Map Implementation in C++
157
10
C A Cognac Glass Model
167
2
Bibliography
169
12
Index
181