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