: Jon Peddie
: Ray Tracing: A Tool for All
: Springer-Verlag
: 9783030174903
: 1
: CHF 39.70
:
: Anwendungs-Software
: English
: 381
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF

This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist.

It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building - from pitch to prototype to marketing.

Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer's time, and backend compositing time are saved while producing more accurate representations with 3D models that move.

Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer's lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner.

It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about.

It will enrich the readers' understanding of what a difference an accurate high-fidelity image can make to the viewer - our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation.

Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today's fast world.




Jon Peddie is a pioneer of the graphics industry and lectures around the world on topics pertaining to graphics technology, augmented reality and the emerging trends in digital media technology. Recently named one of the most influential analysts who regularly advises investors in the GLG network, he is frequently quoted in trade and business publications, was the former president of Siggraph Pioneers, and he is also the author of several books including The History of Visual Magic in Computers and < >Augmented Reality. Jon Peddie was recently honored by the CAD Society with a lifetime achievement award. 

Foreword I5
Foreword II7
Acknowledgements9
Contents11
List of Figures16
List of Tables26
1 Preface27
Abstract27
1.1 About the Cover29
1.2 Terminology and Definitions30
2 Introduction32
Abstract32
2.1 Who Needs It?33
2.2 Ray Tracing Isn’t New34
2.3 A Little History36
2.4 Ray Tracing not New37
2.4.1 From Humble Beginnings39
2.5 Realism, Accuracy, and Functionality40
2.5.1 Three Types of Realism in Computer Graphics41
2.5.1.1 Monte Carlo43
2.5.2 Stylistic Versus Photorealistic44
2.5.2.1 Sometimes You Can’t See It45
2.5.2.2 The Payoff of Ray Tracing46
2.5.2.3 The Need for Ray Tracing46
2.6 Technical Papers and Books48
2.7 Material Libraries Critical49
2.8 Rendering Becomes a Function of Price49
2.9 Shortcuts and Semiconductors—The Need for Speed50
2.10 Challenges52
References52
3 The Rendering Industry53
Abstract53
3.1 Leading Companies Rendering in AEC and Product Design54
3.2 The Future55
4 The Continuum56
Abstract56
4.1 The Rendering Equation58
4.2 Scanline Rendering59
4.2.1 Z-Buffering60
4.2.2 Painter’s Algorithm61
4.3 Ray Tracing62
4.3.1 Path Tracing69
4.3.2 The Difference Between Path Tracing and Ray Tracing70
4.3.3 Noise in Ray Tracing70
4.3.4 Global Illumination72
4.3.5 The Difference Between Ray Tracing and Ray Casting72
4.3.6 Recursive Ray Tracing75
4.4 Photon Mapping76
4.5 Brute Force78
4.6 Radiosity79
4.7 Light-Field Rendering80
4.7.1 Voxels82
4.8 Problems Ray Tracing Doesn’t Solve84
4.8.1 Photorealism84
4.8.2 Surface Complexity85
4.8.3 Scale85
4.9 Summary86
References87
5 Work Flow and Material Standards88
Abstract88
5.1 Biased Versus Unbiased88
5.1.1 Biased Versus Consistent89
5.1.2 Radiosity89
5.1.3 Rasterization90
5.2 Importance of Material Library90
5.2.1 Standards (USPs, OSL, Etc.)92
5.2.2 Physically Based Rendering94
5.2.2.1 Physically Accurate?94
5.2.2.2 Free PBR Sources94
5.2.2.3 CC0 Textures94
5.2.2.4 Cgbookcase95
5.2.2.5 Free PBR95
5.2.2.6 Khronos96
5.2.2.7 Textures.Com96
5.2.3 Allegorithmic’s Substance Designer96
5.2.4 Everyday Material Collection98
5.2.5 MaterialX99
5.2.6 Nvidia’s MDL99
5.2.7 X-Rite’s AxF102
5.3 Quality Issues103
5.3.1 Skin and Subsurface Scattering104
5.3.2 Variance-Based Adaptive Sampling106
5.3.3 Hybrid107
5.3.4 Summary107
5.4 Importance of HDR Monitors108
5.5 Importance of Full-Color Printers112
References113
6 Applications of Ray Tracing114
Abstract11