(PBRT) 阅读笔记.00.说明
介绍
- PBRT.v3
- Physically Based Rendering: From Theory To Implementation
- Matt Pharr, Wenzel Jakob, and Greg Humphreys
- 第三版
- 源代码
目录
- Preface
- Preface to the Online Edition
- 1 Introduction
- 1.1 Literate Programming
- 1.2 Photorealistic Rendering and the Ray-Tracing Algorithm
- 1.3 pbrt: System Overview
- 1.4 Parallelization of pbrt
- 1.5 How to Proceed through This Book
- 1.6 Using and Understanding the Code
- 1.7 A Brief History of Physically Based Rendering
- Further Reading
- Exercises
- 2 Geometry and Transformations
- 2.1 Coordinate Systems
- 2.2 Vectors
- 2.3 Points
- 2.4 Normals
- 2.5 Rays
- 2.6 Bounding Boxes
- 2.7 Transformations
- 2.8 Applying Transformations
- 2.9 Animating Transformations
- 2.10 Interactions
- Further Reading
- Exercises
- 3 Shapes
- 3.1 Basic Shape Interface
- 3.2 Spheres
- 3.3 Cylinders
- 3.4 Disks
- 3.5 Other Quadrics
- 3.6 Triangle Meshes
- 3.7 Curves
- 3.8 Subdivision Surfaces
- 3.9 Managing Rounding Error
- Further Reading
- Exercises
- 4 Primitives and Intersection Acceleration
- 4.1 Primitive Interface and Geometric Primitives
- 4.2 Aggregates
- 4.3 Bounding Volume Hierarchies
- 4.4 Kd-Tree Accelerator
- Further Reading
- Exercises
- 5 Color and Radiometry
- 5.1 Spectral Representation
- 5.2 The SampledSpectrum Class
- 5.3 RGBSpectrum Implementation
- 5.4 Radiometry
- 5.5 Working with Radiometric Integrals
- 5.6 Surface Reflection
- Further Reading
- Exercises
- 6 Camera Models
- 6.1 Camera Model
- 6.2 Projective Camera Models
- 6.3 Environment Camera
- 6.4 Realistic Cameras
- Further Reading
- Exercises
- 7 Sampling and Reconstruction
- 7.1 Sampling Theory
- 7.2 Sampling Interface
- 7.3 Stratified Sampling
- 7.4 The Halton Sampler
- 7.5 (0, 2)-Sequence Sampler
- 7.6 Maximized Minimal Distance Sampler
- 7.7 Sobol’ Sampler
- 7.8 Image Reconstruction
- 7.9 Film and the Imaging Pipeline
- Further Reading
- Exercises
- 8 Reflection Models
- 8.1 Basic Interface
- 8.2 Specular Reflection and Transmission
- 8.3 Lambertian Reflection
- 8.4 Microfacet Models
- 8.5 Fresnel Incidence Effects
- 8.6 Fourier Basis BSDFs
- Further Reading
- Exercises
- 9 Materials
- 10 Texture
- 10.1 Sampling and Antialiasing
- 10.2 Texture Coordinate Generation
- 10.3 Texture Interface and Basic Textures
- 10.4 Image Texture
- 10.5 Solid and Procedural Texturing
- 10.6 Noise
- Further Reading
- Exercises
- 11 Volume Scattering
- 11.1 Volume Scattering Processes
- 11.2 Phase Functions
- 11.3 Media
- 11.4 The BSSRDF
- Further Reading
- Exercises
- 12 Light Sources
- 12.1 Light Emission
- 12.2 Light Interface
- 12.3 Point Lights
- 12.4 Distant Lights
- 12.5 Area Lights
- 12.6 Infinite Area Lights
- Further Reading
- Exercises
- 13 Monte Carlo Integration
- 13.1 Background and Probability Review
- 13.2 The Monte Carlo Estimator
- 13.3 Sampling Random Variables
- 13.4 Metropolis Sampling
- 13.5 Transforming between Distributions
- 13.6 2D Sampling with Multidimensional Transformations
- 13.7 Russian Roulette and Splitting
- 13.8 Careful Sample Placement
- 13.9 Bias
- 13.10 Importance Sampling
- Further Reading
- Exercises
- 14 Light Transport I: Surface Reflection
- 14.1 Sampling Reflection Functions
- 14.2 Sampling Light Sources
- 14.3 Direct Lighting
- 14.4 The Light Transport Equation
- 14.5 Path Tracing
- Further Reading
- Exercises
- 15 Light Transport II: Volume Rendering
- 15.1 The Equation of Transfer
- 15.2 Sampling Volume Scattering
- 15.3 Volumetric Light Transport
- 15.4 Sampling Subsurface Reflection Functions
- 15.5 Subsurface Scattering Using the Diffusion Equation
- Further Reading
- Exercises
- 16 Light Transport III: Bidirectional Methods
- 16.1 The Path-Space Measurement Equation
- 16.2 Stochastic Progressive Photon Mapping
- 16.3 Bidirectional Path Tracing
- 16.4 Metropolis Light Transport
- Further Reading
- Exercises
- 17 Retrospective and The Future
- A Utilities
- A.1 Main Include File
- A.2 Image File Input and Output
- A.3 Communicating with the User
- A.4 Memory Management
- A.5 Mathematical Routines
- A.6 Parallelism
- A.7 Statistics
- Further Reading
- Exercises
- B Scene Description Interface
- B.1 Parameter Sets
- B.2 Initialization and Rendering Options
- B.3 Scene Definition
- B.4 Adding New Object Implementations
- Further Reading
- Exercises
- References
- Index of Fragments
- Index of Identifiers