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- Title: An Introduction to Ray Tracing
- Author(s) Eric Haines (Author), Pat Hanrahan (Author), Robert L. Cook (Author), James Arvo (Author), David Kirk (Author), Paul S. Heckbert (Author), Andrew S. Glassner (Editor)
- Publisher: Academic Press; 1st edition (February 11, 1989); eBook (Version 1.2, January 28, 2019; Creative Commons Licensed)
- License(s): Creative Commons License (CC)
- Hardcover/Paperback: 327 pages
- eBook: PDF, ePub, Kindle, etc.
- Language: English
- ISBN-10/ASIN: 0122861604
- ISBN-13: 978-0122861604
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The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics.
This book develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design.
About the Authors- N/A
- Computer Graphics, 3D, Animation and Imaging
- Computer and Video Game Development and Programming
- C++ Programming
- C Programming
- An Introduction to Ray Tracing (Andrew S. Glassner, et al.)
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Ray Tracing Gems II: Real-Time Rendering with DXR, Vulkan, OptiX
This book is a must-have for anyone interested in real-time rendering. Ray Tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games.
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Ray Tracing Gems: High-Quality & Real-Time Rendering with DXR
This book is a must-have for anyone serious about rendering in real time. With the announcement of new Ray Tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component.
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Ray Tracing in One Weekend (Peter Shirley)
This informal book takes you through most of the author's university course on Ray Tracing. Each mini-chapter adds one feature to the ray tracer, and by the end the reader can produce the image on the book cover.
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Blender 3D: Noob to Pro (Wikibooks)
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Blender Basics: A Classroom Tutorial Book (J. Chronister)
This book is a definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market. It covers the philosophy behind this ingenious software that so many 3D artists are turning to today.
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Blender Reference Manual (Hirako San, et al.)
This is the only book that takes you extensively through the entire learning process of the 3D Modelling and Animation software: Blender. Showing you the tools and techniques professional animators use to create everything that can be done by Blender.
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3D Rendering: An Introduction (Wikibooks)
This book will take you through the process of texturing, lighting, rendering, compositing, and post-processing to make a photo-realistic 3D render. It highlights two basic geometry types, polygons and NURBS surfaces, etc.
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Direct3D Succinctly: Develop fully 3-D Games and Applications
Requiring only a background in C++, this book will guide you through the process of developing your own 3-D applications. It helps you fully leverage the potential capabilities of Direct3D.
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