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Further Readings
Nate Rupsis edited this page Feb 2, 2024
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Chapter 1: Overview
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Chapter 2: Output an image
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Chapter 3: The vec3 class
- Create separate classes for points, displacements, colors, etc. Example
- Using the compiler to do dimensional analysis: velocity, length, time are different types
- Found to be too cubersome in the 1990s
- Researchers at Dartmouth making a serious effort
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Chapter 4: Rays, a simple camera, and background
- Add an environment map to your background function
- A terrific history of environment mapping
- The easiest mapping is to use a single image for the entire sphere of directions
- Example probes for use
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Chapter 5: Adding a sphere
- Adding triangles using Barycentric methods
- Ellipses
- Instancing
- Composite objects using CSG methods
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Chapter 6: Surface Normals and multiple objects
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Chapter 8: Antialiasing
- Implementation in the book is called "Box filtering" ("Good enough" for most situations)
- Use a Gaussian-like filter instead
- Can either:
- Uniformly sample the screen and weight the samples
- Non-uniformly sample
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Chapter 9: Diffuse Materials
- "Ideal" diffuse is also called "Lambertian" and are used 99% of the time in graphics
- Real diffuse objects are not exactly Lambertian
- e.g. become specular at grazing angle
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Chapter 10: Metal
- Have the color of the metal go to white at grazing angle
- Schlick Approximation works for this
- Can use the exact Fresnel equations. But normal incident is usually adequate.
- Have the color of the metal go to white at grazing angle
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Chapter 11: Dielectrics
- Filtering of light within a dielectric
- Can be modeled by exponential decay, covered well in the Beer's Law section
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Chapter 12: Positionable camera
- Replace the camera parameter setting in the book with a camera matrix.
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Chapter 11: Defocus Blur
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Chapter 14: Where next?
- Make it physically accurate
- Use spectra instead of RGB
- Confirm your results with a color checker: X-Rite ColorChecker Classic (MSCCC)
- Generate animations
- Lots of movies use a ray traced system (most, actually)
- Disney
- Pixar
- Solid Angle
- Make it fast!
- Make it physically accurate