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Focus On Photon Mapping (Premier Press Game Development)
Focus On Photon Mapping (Premier Press Game Development)
ISBN: 1592000088
EAN: 2147483647
Year: 2005
Pages: 128
Authors:
Marlon John
BUY ON AMAZON
Main page
Table of contents
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
HybridMulti-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
Focus On Photon Mapping (Premier Press Game Development)
ISBN: 1592000088
EAN: 2147483647
Year: 2005
Pages: 128
Authors:
Marlon John
BUY ON AMAZON
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Case Studies
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