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The ray tracer challenge : a test-driven guide to your first 3D renderer / Jamis Buck.

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Format:
Book
Author/Creator:
Buck, Jamis, author.
Language:
English
Subjects (All):
Computer graphics.
Ray tracing algorithms.
Three-dimensional imaging--Data processing.
Three-dimensional imaging.
Physical Description:
1 online resource (286 pages) : illustrations
Edition:
1st edition
Place of Publication:
Raleigh, North Carolina : Pragmatic Bookshelf, 2019.
System Details:
text file
Summary:
Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! It's easier than you think. In just a couple of weeks, build a ray-tracer that renders beautiful scenes with shadows, reflections, brilliant refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer that much further forward. Do all of this in whichever language and environment you prefer, and do it entirely test-first, so you know it's correct. Recharge yourself with this project's immense potential for personal exploration, experimentation, and discovery. The renderer is a ray tracer, which means it simulates the physics of light by tracing the path of light rays around your scene. Each exciting chapter presents a bite-sized piece of the puzzle, building on earlier chapters and setting the stage for later ones. Requirements are given in plain English, which you translate into tests and code. When the project is complete, look back and realize you've built an entire system test-first! There's no research necessary -- all the necessary formulas and algorithms are presented and illustrated right here. Dive into intriguing topics from fundamental concepts such as vectors and matrices; to the algorithms that simulate the intersection of light rays with spheres, planes, cubes, cylinders, and triangles; to geometric patterns such as checkers and rings. Lighting and shading effects, such as shadows and reflections, make your scenes come to life, and constructive solid geometry (CSG) enables you to combine your graphics primitives in simple ways to produce complex shapes. Play and experiment as you discover the fun of writing a ray tracer. Accept the challenge today! What You Need: Aside from a computer, operating system, and programming environment, you'll need a way to display PPM image files. On Windows, programs like Photoshop will work, or free programs like IrfanView. On Mac, no special software is needed, as Preview can open PPM files.
Contents:
Cover
Table of Contents
Acknowledgments
Foreword
Getting Started
Who This Book Is For
How to Read This Book
Things to Watch Out For
1. Tuples, Points, and Vectors
Tuples
Operations
Putting It Together
2. Drawing on a Canvas
Representing Colors
Implementing Color Operations
Creating a Canvas
Saving a Canvas
3. Matrices
Creating a Matrix
Multiplying Matrices
The Identity Matrix
Transposing Matrices
Inverting Matrices
4. Matrix Transformations
Translation
Scaling
Rotation
Shearing
Chaining Transformations
5. Ray-Sphere Intersections
Creating Rays
Intersecting Rays with Spheres
Tracking Intersections
Identifying Hits
Transforming Rays and Spheres
6. Light and Shading
Surface Normals
Reflecting Vectors
The Phong Reflection Model
7. Making a Scene
Building a World
Defining a View Transformation
Implementing a Camera
8. Shadows
Lighting in Shadows
Testing for Shadows
Rendering Shadows
9. Planes
Refactoring Shapes
Implementing a Plane
10. Patterns
Making a Striped Pattern
Transforming Patterns
Generalizing Patterns
Making a Gradient Pattern
Making a Ring Pattern
Making a 3D Checker Pattern
11. Reflection and Refraction
Reflection
Transparency and Refraction
Fresnel Effect
12. Cubes
Intersecting a Ray with a Cube
Finding the Normal on a Cube
13. Cylinders
Intersecting a Ray with a Cylinder
Finding the Normal on a Cylinder
Truncating Cylinders
Capped Cylinders
Cones
14. Groups.
Implementing Groups
Finding the Normal on a Child Object
Using Bounding Boxes to Optimize Large Scenes
15. Triangles
Triangles
Wavefront OBJ Files
Smooth Triangles
Smooth Triangles in OBJ Files
16. Constructive Solid Geometry (CSG)
Implementing CSG
Coloring CSG Shapes
17. Next Steps
Area Lights and Soft Shadows
Spotlights
Focal Blur
Motion Blur
Anti-aliasing
Texture Maps
Normal Perturbation
Torus Primitive
Wrapping It Up
A1. Rendering the Cover Image
Index
- SYMBOLS -
- DIGITS -
- A -
- B -
- C -
- D -
- E -
- F -
- G -
- H -
- I -
- J -
- L -
- M -
- N -
- O -
- P -
- Q -
- R -
- S -
- T -
- U -
- V -
- W -
- X -
- Y -
- Z -.
Notes:
Includes index.
Description based on print version record.
ISBN:
9781680506778
1680506773
9781680506792
168050679X
OCLC:
1099564740

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