Table of contents

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  Table of Contents
 
Focus On Photon Mapping
By John Marlon
 
Publisher : Premier Press
Pub Date : 2003
ISBN : 1-1-59200-008-8
Pages : 344
    buy print version
    Dedication
    Acknowledgements
    About the Author
    Letter from the Series Editor
    Introduction
    Chapter 1.  Understanding the Nature of Light
      Understanding Waves
      Understanding the Electromagnetic Spectrum
      Considering Shadows
      Summary
    Chapter 2.  What Is Color?
      Colors and Computers
      Creating the Color Class
      Using Color Operators
      Defining the Basic Colors
      The PPM Format
      Using the Chapter's Source Code
      Summary
    Chapter 3.  Reflection and Refraction
      What Is a Ray?
      What Is Reflection?
      Diffuse Reflection
      Specular (Mirror) Reflection
      What Is Refraction?
      Summary
    Chapter 4.  Global Illumination
      The Photon
      Light Shading
      Flux
      Light Transport Notation
      Direct and Indirect Illumination
      Summary
    Chapter 5.  Other Rendering Techniques
      The Basics
      View or Image Plane
      Frustum
      Field of View
      Ray Tracing
      Distributed Ray Tracing
      Radiosity
      Hybrid/Multi-passRadiosity
      Backward Ray Tracing Illustration
      Summary
    Chapter 6.  Basic Structures
      Using Vectors and Points
      Finding the Plane in Which a Polygon/ Triangle Sits
      Creating a Light Source
      Using the Ray
      Adding Reflection and Refraction Features
      Using the Chapter's Source Code
      Summary
    Chapter 7.  Developing Your Application
      Defining Your Materials
      Using Primitives for Simulation
      Incorporating the Sphere Primitive
      Creating a Triangle Primitive
      Creating and Using the Object Class
      Designing the Scene
      Using the Chapter's Source Code
      Summary
    Chapter 8.  The Rest of the Puzzle
      Understanding the Coordinate Systems
      Implementing the Camera into the Scene
      Importing the Scene from a File
      Declaring Attribute Primitives
      Setting Up the Scene Classes
      Determining the Scene Primitives
      Reading the Data into the Scene
      Upgrading the cScene Class
      Using the Chapter's Source Code
      Summary
    Chapter 9.  Ray Tracing
      Using Backward Ray Tracing
      Implementing the Shading and the Lighting
      Upgrading cScene for Ray Tracing
      Using the Chapter's Source Code
      Program 1: Ray Tracer 1
      Revisiting Reflection and Refraction
      Program 2: Ray Tracer 2
      Simulating Shadow Rays
      Program 3: Ray Tracer 3
      Summary
    Chapter 10.  Photon Mapping in a Nutshell
      The Goal
      Problems with Ray Tracing and Radiosity
      The Concept Behind Photon Mapping
      The Solution
      Summary
    Chapter 11.  Photon Tracing
      Understanding the Structure of a Photon
      The Photon-Mapping Algorithm's Two-Pass Method
      Designing the Photon Map Class
      Incorporating Simple Scattering
      Incorporating Proportional Light Scattering
      Storing Your Photons
      Absorbing Light
      Transmitting and Reflecting Light
      Playing Russian Roulette
      Summary
    Chapter 12.  Photon Rendering
      Implementing Photon Mapping
      Using the PhotonMap Class
      Using the Upgraded cScene Class
      Using the Chapter's Source Code
      Summary
    Chapter 13.  Advanced Searching
      Using Spatial Subdivision
      Using the KD Tree Algorithm
      Building the KD Tree
      Searching the KD Tree
      Implementing the KD Tree
      Using the Chapter's Code
      Summary
    Chapter 14.  The Power of Photon Mapping
      Simulating Diffuse Interactions
      Simulating Diffuse Reflections
      Simulating Specular Reflections
      Simulating Caustics with Photon Mapping
      Simulating Indirect Illumination
      Creating Better Penumbras in Shadows
      Using the Chapter's Source Code
      Using Photon Mapping in Games
      BSP Trees and Photon Mapping
      Summary
      Wrapping Up
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Focus On Photon Mapping
Focus On Photon Mapping (Premier Press Game Development)
ISBN: 1592000088
EAN: 2147483647
Year: 2005
Pages: 128
Authors: Marlon John

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