توضیحاتی در مورد کتاب Ray Tracing: A Tool for All
نام کتاب : Ray Tracing: A Tool for All
ویرایش : 1st ed. 2019
عنوان ترجمه شده به فارسی : Ray Tracing: ابزاری برای همه
سری :
نویسندگان : Jon Peddie
ناشر : Springer
سال نشر : 2019
تعداد صفحات : 381
ISBN (شابک) : 3030174891 , 9783030174897
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 14 مگابایت
بعد از تکمیل فرایند پرداخت لینک دانلود کتاب ارائه خواهد شد. درصورت ثبت نام و ورود به حساب کاربری خود قادر خواهید بود لیست کتاب های خریداری شده را مشاهده فرمایید.
فهرست مطالب :
Foreword I
Foreword II
Acknowledgements
Contents
List of Figures
List of Tables
1 Preface
Abstract
1.1 About the Cover
1.2 Terminology and Definitions
2 Introduction
Abstract
2.1 Who Needs It?
2.2 Ray Tracing Isn’t New
2.3 A Little History
2.4 Ray Tracing not New
2.4.1 From Humble Beginnings
2.5 Realism, Accuracy, and Functionality
2.5.1 Three Types of Realism in Computer Graphics
2.5.1.1 Monte Carlo
2.5.2 Stylistic Versus Photorealistic
2.5.2.1 Sometimes You Can’t See It
2.5.2.2 The Payoff of Ray Tracing
2.5.2.3 The Need for Ray Tracing
2.6 Technical Papers and Books
2.7 Material Libraries Critical
2.8 Rendering Becomes a Function of Price
2.9 Shortcuts and Semiconductors—The Need for Speed
2.10 Challenges
References
3 The Rendering Industry
Abstract
3.1 Leading Companies Rendering in AEC and Product Design
3.2 The Future
4 The Continuum
Abstract
4.1 The Rendering Equation
4.2 Scanline Rendering
4.2.1 Z-Buffering
4.2.2 Painter’s Algorithm
4.3 Ray Tracing
4.3.1 Path Tracing
4.3.2 The Difference Between Path Tracing and Ray Tracing
4.3.3 Noise in Ray Tracing
4.3.4 Global Illumination
4.3.5 The Difference Between Ray Tracing and Ray Casting
4.3.6 Recursive Ray Tracing
4.4 Photon Mapping
4.5 Brute Force
4.6 Radiosity
4.7 Light-Field Rendering
4.7.1 Voxels
4.8 Problems Ray Tracing Doesn’t Solve
4.8.1 Photorealism
4.8.2 Surface Complexity
4.8.3 Scale
4.9 Summary
References
5 Work Flow and Material Standards
Abstract
5.1 Biased Versus Unbiased
5.1.1 Biased Versus Consistent
5.1.2 Radiosity
5.1.3 Rasterization
5.2 Importance of Material Library
5.2.1 Standards (USPs, OSL, Etc.)
5.2.2 Physically Based Rendering
5.2.2.1 Physically Accurate?
5.2.2.2 Free PBR Sources
5.2.2.3 CC0 Textures
5.2.2.4 Cgbookcase
5.2.2.5 Free PBR
5.2.2.6 Khronos
5.2.2.7 Textures.Com
5.2.3 Allegorithmic’s Substance Designer
5.2.4 Everyday Material Collection
5.2.5 MaterialX
5.2.6 Nvidia’s MDL
5.2.7 X-Rite’s AxF
5.3 Quality Issues
5.3.1 Skin and Subsurface Scattering
5.3.2 Variance-Based Adaptive Sampling
5.3.3 Hybrid
5.3.4 Summary
5.4 Importance of HDR Monitors
5.5 Importance of Full-Color Printers
References
6 Applications of Ray Tracing
Abstract
6.1 The Pipeline
6.1.1 Conception—STAGE ONE
6.1.1.1 Simulations of Things that Don’t Exist
6.1.1.2 Animation Games and Simulation
Ray Tracing in Games
Ray Tracing in Contemporary Games
The Exception
4A Games Metro Exodus
6.1.1.3 Architecture
Sun and Shadows
6.1.1.4 Film and TV
6.1.1.5 Medical and Scientific
6.1.1.6 Vehicles
6.1.1.7 Products in General
6.1.2 Design and Engineering—STAGE TWO
6.1.2.1 Photorealistic
Physically Accurate
6.1.2.2 Jewelry Design
6.1.2.3 Fashion Design
Virtual Simulation in the Fashion Industry
6.1.2.4 Mechanical Engineering
6.1.2.5 Molecular Modeling
6.1.2.6 Packaging Design
6.1.2.7 Geophysical
6.1.2.8 Optical Design
6.1.2.9 Audio
6.1.3 Manufacturing and Production—STAGE THREE
6.1.3.1 Fixture Design and Placement
6.1.3.2 Ray Tracing in Games’ Manufacturing
6.1.4 Marketing—STAGE FOUR
6.1.4.1 Advertising
6.1.4.2 Packaging
6.1.4.3 Projection Mapping
6.2 Summary
References
7 Ray-Tracing Hardware
Abstract
7.1 Shortcuts and Semiconductors—The Need for Speed
7.2 Local
7.2.1 CPU
7.2.2 GPU
7.2.2.1 Real-Time Ray Tracing
7.2.2.2 Vulkan API Extension
7.2.2.3 AMD
7.2.2.4 Nvidia
7.2.2.5 Denoising and Unbiased Ray Tracing
7.2.2.6 Deep Learning Super-Sampling
7.2.2.7 GPUs for Rendering
Local
Remote
Conclusion
7.2.3 Dedicated
7.2.4 RT on Mobiles
7.3 Remote
7.3.1 Cloud-Based Visualization
7.3.1.1 Cloud Rendering
7.3.1.2 Block-Chain Render Farms
CPUs in Visualization
7.3.2 Public Cloud Rendering Services
7.3.2.1 Assets
7.3.2.2 Render License
7.3.3 Private Rendering Services—Farms
7.3.4 Rendering Service Organizations
7.4 Benchmarking Ray Tracing
7.4.1 SPEC
7.4.2 Underwriter Labs Futuremark
7.4.3 Blender’s Open Data Benchmark
7.4.4 Chaos Group
7.4.5 Redshift Benchmark
7.4.6 Summary
References
8 Ray-Tracing Programs and Plug-ins
Abstract
8.1 Stand-Alone Ray-Tracing Programs
8.1.1 3Delight—Illumination Research
8.1.1.1 Summary
8.1.2 Appleseed
8.1.2.1 Summary
8.1.3 Arnold—Autodesk (Solid Angle)
8.1.3.1 Summary
8.1.4 Cero—PTC
8.1.4.1 Summary
8.1.5 Indigo Renderer—Glare Technologies
8.1.5.1 Summary
8.1.6 Cinema 4D—Maxon Computer
8.1.6.1 Summary
8.1.7 Corona Renderer—Render Legion
8.1.8 Iray—Nvidia
8.1.8.1 Practicing What They Preach
8.1.8.2 Summary
8.1.9 KeyShot—Luxion
8.1.9.1 Summary
8.1.10 Lumion 8 and Pro—Act-3D B.V
8.1.10.1 Summary
8.1.11 Maxwell Render—Next Limit
8.1.11.1 Summary
8.1.12 Mitsuba
8.1.12.1 Summary
8.1.13 Nebula Render
8.1.13.1 Summary
8.1.14 OctaneRender—Otoy
8.1.14.1 Summary
8.1.15 OSPRay—Intel
8.1.15.1 Summary
8.1.16 Pica—SEED/Electronics Arts
8.1.17 ProRender—AMD
8.1.17.1 Summary
8.1.18 POV-Ray
8.1.18.1 Summary
8.1.19 Redshift Renderer
8.1.19.1 Summary
8.1.20 RenderMan—Pixar
8.1.20.1 Summary
8.1.21 Rigid Gems—FerioWorks.LLC
8.1.22 Tachyon
8.1.23 V-Ray—Chaos Group
8.1.23.1 Summary
8.1.24 VRED—Autodesk
8.1.24.1 Summary
8.1.25 Other
8.1.26 Lightworks Design
8.1.26.1 Summary
8.1.27 Manuka—Weta
8.1.27.1 Summary
8.2 Integrated (Programs with Native Ray Tracers)
8.2.1 Cycles—Blender
8.2.1.1 Summary
8.2.2 Carrara—Daz 3D
8.2.2.1 Summary
8.2.3 Dimension CC—Adobe
8.2.3.1 Summary
8.2.4 Mantra—SideFX
8.2.4.1 Summary
8.2.5 ART (Autodesk Ray Tracer)
8.2.5.1 Summary
8.2.6 Unreal Studio—Epic Games
8.2.6.1 Summary
8.2.7 Visualize—Dassault Systèmes/SolidWorks
8.2.7.1 Summary
8.2.8 PhotoView 360—Dassault Systèmes/SolidWorks
8.3 Plug-in Programs
8.3.1 3Delight—Illumination Technologies
8.3.2 Arnold—Autodesk
8.3.3 Corona Renderer—Chaos Group (Legion Team)
8.3.3.1 Summary
8.3.4 Cycles—Blender
8.3.5 finalRender—Cebas
8.3.5.1 Summary
8.3.6 Iray—Nvidia
8.3.7 KeyShot—Luxion
8.3.8 Lumion
8.3.9 LuxCoreRender
8.3.9.1 Summary
8.3.10 Maxwell
8.3.11 ProRender
8.3.12 Redshift
8.3.13 V-Ray, Chaos Group
8.3.13.1 Summary
8.4 Middleware
8.4.1 Embree
8.4.1.1 Summary
8.4.2 OptiX—Nvidia
8.4.2.1 Summary
8.4.3 Radeon-Rays—AMD
8.4.3.1 Rendering Times: CPU Versus GPU
8.4.3.2 Summary
8.5 Cloud-Based
8.5.1 CL3VER—Cloud Rendering
8.5.2 OneRender—Prefixa
8.5.3 RealityServer—Migenius
8.5.3.1 Summary
8.6 Other
8.6.1 The Ray Tracer Challenge
8.6.2 Tiny Ray Tracer Fits in 64 Bytes
8.6.3 A Ray Tracer for Bare Metal x86
8.6.4 Tiny Metaball Ray Tracer in x86/x87 Assembly
References
Appendix A
Outline placeholder
A.1. Ray-Tracing Programs and Plug-Ins
A.2. Early Photorealism—Who Invented Ray Tracing
A.2.1. Young Hare
A.2.2. Varieties of Realism; Geometries of Representational Art
A.2.2.1. More About Bunnies Than You Probably Wanted to Know
A.3. Biased Versus Unbiased Rendering
A.4. Technical Papers and Books on Ray Tracing
A.4.1. Books on ray tracing
Sec9
Glossary
Index