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Object-Oriented Ray Tracing in C++

Author(s): Wilt, Nicholas
ISBN10: 0471304158
ISBN13: 9780471304159
Cover: Softcover
 
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Table of Contents
Acknowledgments xi
Introduction xiii
Typeface Conventions xvii
Suggestions for Further Reading xix
Introduction to 3D Graphics
1(50)
The Rendering Pipeline
2(1)
2D Graphics and Imaging
3(1)
Colors
3(3)
Vectors
6(1)
Operations on Vectors
7(14)
Transformations
21(4)
Translation
21(1)
Scaling
22(1)
Rotation
22(2)
Projection
24(1)
Concatenation
24(1)
Transformation Matrices
25(23)
Matrix Multiplication
27(1)
Matrix Transposition
28(1)
Matrix Identity
28(1)
Matrix Inversion
29(1)
Using Matrices to Transform Vectors
30(4)
Implementation
34(14)
3D Graphics on the 2D Screen: Projection
48(3)
Introduction to Ray Tracing
51(10)
Overview of the Ray Tracing Process
51(2)
The Anatomy of a Ray
53(3)
Intersection Calculations
56(2)
Objects, Inheritance, and Polymorphism
58(3)
The Shading Equation
61(16)
Overview
62(1)
A Note on Color Coefficients
63(1)
Ambient Component
63(3)
Diffuse Component
66(2)
Specular Component
68(1)
Reflected Component
68(1)
Transmitted Component
69(2)
Implementation
71(4)
Exercises
75(2)
Different Types of Object
77(70)
Overview
77(10)
Intersection
78(1)
Finding the Normal
79(1)
Transformations
80(1)
PtDistance and IsInside
80(1)
Bounding Volumes
81(1)
Other Member Functions of Object3D
81(6)
Planes
87(7)
Rings
94(2)
Spheres
96(6)
Quadrics
102(3)
Polygons
105(19)
Bounding Boxes
124(15)
Aggregate Objects
139(5)
Exercises
144(3)
Acceleration Techniques
147(20)
Bounding Volumes and Hierarchies
147(1)
Automatic Bounding Volume Hierarchy Generation
148(1)
Optimizing Shadow Rays
149(5)
Assembler Optimization
154(4)
Kay-Kajiya Bounding Volume Hierarchy Traversal
158(1)
Techniques That Do Not Work Well
158(3)
Ray Boxes
159(1)
Last--Nearest Caching
160(1)
Other Techniques
161(4)
Spatial Subdivision
161(1)
Ray Classification
162(1)
Statistical Techniques
163(1)
Adaptive Depth Control
163(1)
Mailboxes
163(1)
Parallelism
164(1)
Exercises
165(2)
Texture Mapping
167(30)
Introduction
167(1)
Bump Mapping
168(1)
Texture Mapping
169(1)
Low-Level Support for Texture Mapping
170(22)
Inverse Mappings
170(14)
Noise
184(7)
Color Maps
191(1)
Solid Texturing
192(2)
Texture Mapping and Transformations
194(1)
Exercises
194(3)
Distribution Ray Tracing
197(10)
Theoretical Basis
197(2)
Adaptively Supersampling Primary Rays
199(2)
Distributing Shadow Rays
201(2)
Distributing Reflected and Transmitted Rays
203(1)
Implementation
204(1)
Future Work
205(2)
Advanced Primitives
207(56)
Constructive Solid Geometry
207(20)
Algebraic Surfaces
227(36)
The Polynomial Class
241(20)
Finding Roots of a Polynomial
261(2)
Appendix A Introduction to C++ 263(20)
A.1 Overview
263(1)
A.2 Enhancements Over C
264(4)
A.3 Classes (Encapsulation)
268(2)
A.4 Scope Restriction (Data Hiding)
270(1)
A.5 Inheritance
271(1)
A.6 Polymorphism
272(2)
A.7 Operator Overloading
274(2)
A.8 Parameterized Data Types
276(3)
A.9 Design Issues
279(2)
A.10 Conclusion and Further Reading
281(2)
Appendix B The OORT Class Library and Utilities 283(86)
B.1 Class Library
283(78)
B.2 Utilities Library
361(8)
B.2.1 Textures
362(1)
B.2.2 Surfaces
363(1)
B.2.3 Objects
364(2)
B.2.4 Aggregates
366(3)
Appendix C Glossary 369(4)
Appendix D Bibliography 373(6)
D.1 Abbreviations
373(1)
D.2 Works Cited
374(5)
Appendix E Development 379(16)
E.1 Installation
379(5)
E.2 The Application Template
384(3)
E.3 Splicing RAW Files Together
387(4)
E.4 Color Quantization: RAW2GIF
391(1)
E.5 Displaying GIF Files
392(1)
E.6 Hints
392(3)
Appendix F Examples 395(28)
F.1 Specular
396(2)
F.2 CSG Demo
398(4)
F.3 Blurry Reflection
402(3)
F.4 Quadrics
405(3)
F.5 Algebraic Surfaces
408(3)
F.6 Textures
411(5)
F.7 Balls
416(3)
F.8 Sierpinski's Tetrahedron
419(4)
Appendix G File Formats 423(6)
G.1 RAW File Format
423(1)
G.2 NFF (File Format)
424(5)
Index 429

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