000 | 07249nam a2200601 i 4500 | ||
---|---|---|---|
001 | 6812654 | ||
003 | IEEE | ||
005 | 20200413152853.0 | ||
006 | m eo d | ||
007 | cr cn |||m|||a | ||
008 | 090407s2009 caua foab 001 0 eng d | ||
020 | _a9781598296457 (electronic bk.) | ||
020 | _a9781598296440 (pbk.) | ||
024 | 7 |
_a10.2200/S00180ED1V01Y200903CGR010 _2doi |
|
035 | _a(CaBNVSL)gtp00533835 | ||
035 | _a(OCoLC)318643174 | ||
040 |
_aCaBNVSL _cCaBNVSL _dCaBNVSL |
||
050 | 4 |
_aTA1637 _b.K756 2009 |
|
082 | 0 | 4 |
_a621.367 _222 |
100 | 1 | _aKrivánek, Jaroslav. | |
245 | 1 | 0 |
_aPractical global illumination with irradiance caching _h[electronic resource] / _cJaroslav Krivánek, Pascal Gautron. |
260 |
_aSan Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) : _bMorgan & Claypool Publishers, _cc2009. |
||
300 |
_a1 electronic text (xxi, 134 p. : ill.) : _bdigital file. |
||
490 | 1 |
_aSynthesis lectures on computer graphics and animation, _x1933-9003 ; _v# 10 |
|
538 | _aMode of access: World Wide Web. | ||
538 | _aSystem requirements: Adobe Acrobat reader. | ||
500 | _aPart of: Synthesis digital library of engineering and computer science. | ||
500 | _aSeries from website. | ||
504 | _aIncludes bibliographical references (p. 125-128) and index. | ||
505 | 0 | _aIntroduction to ray tracing and global illumination -- Basic radiometric quantities -- Rendering goal: find radiance -- Ray tracing -- Shading, reflectance, and the BRDF -- Direct and indirect illumination -- Direct illumination -- Indirect illumination -- Illumination integral and rendering equation -- Illumination integral -- Lambertian reflection -- Rendering equation -- Irradiance caching core -- Indirect irradiance calculation -- Irradiance gradients -- Irradiance caching algorithm -- Interpolation -- Distance to surfaces, Ri -- Creating an irradiance record: summary -- Data structure -- Single-reference octree -- Multiple-reference octree -- Last query reuse -- Irradiance caching summary -- Practical rendering with irradiance caching -- Single-pass vs. two-pass image rendering -- Scanline order -- Hierarchical refinement and best candidate pattern -- Two-pass rendering -- Handling complexity -- Ray tracing simplified geometry -- Bump mapping -- Displacement mapping -- Fur, hair & grass -- Motion blur -- Ambient occlusion caching -- Irradiance caching in a complete global illumination solution -- Path grammar -- Illumination components -- Smooth diffuse indirect illumination -- Ideal specular reflection -- Direct illumination -- Glossy indirect illumination -- Recursion -- Multiple indirect bounces using path tracing -- Multiple indirect bounces using recursive irradiance caching -- Multiple indirect bounces using photon mapping -- Irradiance caching on graphics hardware -- Irradiance splatting -- Cache miss detection -- GPU-based record generation -- Hemisphere sampling on the GPU -- Irradiance computation -- Irradiance gradient computation -- Global illumination rendering -- Results -- High quality rendering -- Interactive global illumination -- Conclusion -- Temporal irradiance caching -- Overview of temporal irradiance caching -- Temporal weighting function -- Temporal gradients -- Estimating future irradiance E [t0 +1] -- GPU implementation -- Results -- Conclusion -- A: mathematical foundations -- A.1: (Hemi)spheres: care and feeding -- A.1.1: spherical coordinates -- A.1.2: direction -- A.1.3: solid angle -- A.1.4: differential solid angle -- A.1.5: spherical integration -- A.2: continuous random variables in a nutshell -- A.2.1: random variables and probability density functions -- A.2.2: expected value and variance -- A.3: Monte Carlo integration in a nutshell -- A.3.1: Monte Carlo estimators -- A.3.2: importance sampling: a variance reduction technique -- B: derivation of gradient formulas -- B.1: rotation gradient derivation -- B.2: translation gradient derivation -- C: split-sphere model -- D: annotated references -- D.1: primary sources -- D.2: further reading on irradiance caching -- D.3: background on global illumination. | |
506 | 1 | _aAbstract freely available; full-text restricted to subscribers or individual document purchasers. | |
510 | 0 | _aCompendex | |
510 | 0 | _aINSPEC | |
510 | 0 | _aGoogle scholar | |
510 | 0 | _aGoogle book search | |
520 | 3 | _aIrradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in the Radiance lighting simulation system. Its widespread use had to wait until computers became fast enough to consider global illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and open-source rendering software base the global illumination computation upon irradiance caching. Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free images. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to expose the irradiance caching algorithm along with all the details and tricks upon which the success of its practical implementation is dependent. In addition, we discuss some extensions of the basic algorithm, such as a GPU implementation for interactive global illumination computation and temporal caching that exploits temporal coherence to suppress flickering in animations. Our goal is to expose the material without being overly theoretical. However, the reader should have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global illumination is useful but not necessary to read this book. | |
530 | _aAlso available in print. | ||
588 | _aTitle from PDF t.p. (viewed on April 7, 2009). | ||
650 | 0 |
_aImage processing _xDigital techniques _xMathematical models. |
|
650 | 0 |
_aComputer animation _xLighting _xMathematical models. |
|
650 | 0 |
_aRendering (Computer graphics) _xMathematical models. |
|
650 | 0 |
_aLighting _xComputer simulation _xMathematical models. |
|
690 | _aComputer graphics | ||
690 | _aRealistic image synthesis | ||
690 | _aRendering | ||
690 | _aGlobal illumination | ||
690 | _aIrradiance caching | ||
690 | _aGPU | ||
700 | 1 | _aGautron, Pascal. | |
730 | 0 | _aSynthesis digital library of engineering and computer science. | |
830 | 0 |
_aSynthesis lectures on computer graphics and animation, _x1933-9003 ; _v# 10. |
|
856 | 4 | 2 |
_3Abstract with links to resource _uhttp://ieeexplore.ieee.org/servlet/opac?bknumber=6812654 |
999 |
_c561674 _d561674 |