The Magic of Computer Graphics

Book description

Starting from the basic behavior of light, Ms. Kurachi introduces the most useful techniques for global and local illumination using geometric descriptions of an environment in the first section. She then goes on to describe image-based techniques that rely on captured data to do their magic in the second section. In the final section, she looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.

Table of contents

  1. Front Cover
  2. Contents
  3. Foreword
  4. Preface
  5. Section I. Geometry-Based Approaches
  6. Chapter 1. Introduction to Photorealistic Rendering (1/4)
  7. Chapter 1. Introduction to Photorealistic Rendering (2/4)
  8. Chapter 1. Introduction to Photorealistic Rendering (3/4)
  9. Chapter 1. Introduction to Photorealistic Rendering (4/4)
  10. Chapter 2. Global Illumination (1/6)
  11. Chapter 2. Global Illumination (2/6)
  12. Chapter 2. Global Illumination (3/6)
  13. Chapter 2. Global Illumination (4/6)
  14. Chapter 2. Global Illumination (5/6)
  15. Chapter 2. Global Illumination (6/6)
  16. Chapter 3. Volume Rendering and Participating Media (1/6)
  17. Chapter 3. Volume Rendering and Participating Media (2/6)
  18. Chapter 3. Volume Rendering and Participating Media (3/6)
  19. Chapter 3. Volume Rendering and Participating Media (4/6)
  20. Chapter 3. Volume Rendering and Participating Media (5/6)
  21. Chapter 3. Volume Rendering and Participating Media (6/6)
  22. Chapter 4. Subsurface Scattering (1/8)
  23. Chapter 4. Subsurface Scattering (2/8)
  24. Chapter 4. Subsurface Scattering (3/8)
  25. Chapter 4. Subsurface Scattering (4/8)
  26. Chapter 4. Subsurface Scattering (5/8)
  27. Chapter 4. Subsurface Scattering (6/8)
  28. Chapter 4. Subsurface Scattering (7/8)
  29. Chapter 4. Subsurface Scattering (8/8)
  30. Section II. Image-Based Approaches
  31. Chapter 5. Image-Based Rendering (1/8)
  32. Chapter 5. Image-Based Rendering (2/8)
  33. Chapter 5. Image-Based Rendering (3/8)
  34. Chapter 5. Image-Based Rendering (4/8)
  35. Chapter 5. Image-Based Rendering (5/8)
  36. Chapter 5. Image-Based Rendering (6/8)
  37. Chapter 5. Image-Based Rendering (7/8)
  38. Chapter 5. Image-Based Rendering (8/8)
  39. Chapter 6. High Dynamic Range Imaging (1/5)
  40. Chapter 6. High Dynamic Range Imaging (2/5)
  41. Chapter 6. High Dynamic Range Imaging (3/5)
  42. Chapter 6. High Dynamic Range Imaging (4/5)
  43. Chapter 6. High Dynamic Range Imaging (5/5)
  44. Chapter 7. Image-Based Lighting (1/5)
  45. Chapter 7. Image-Based Lighting (2/5)
  46. Chapter 7. Image-Based Lighting (3/5)
  47. Chapter 7. Image-Based Lighting (4/5)
  48. Chapter 7. Image-Based Lighting (5/5)
  49. Section III. Coalescence of Geometry-Based and Image-Based Approaches
  50. Chapter 8. Reconstruction of eflectance (1/19)
  51. Chapter 8. Reconstruction of eflectance (2/19)
  52. Chapter 8. Reconstruction of eflectance (3/19)
  53. Chapter 8. Reconstruction of eflectance (4/19)
  54. Chapter 8. Reconstruction of eflectance (5/19)
  55. Chapter 8. Reconstruction of eflectance (6/19)
  56. Chapter 8. Reconstruction of eflectance (7/19)
  57. Chapter 8. Reconstruction of eflectance (8/19)
  58. Chapter 8. Reconstruction of eflectance (9/19)
  59. Chapter 8. Reconstruction of eflectance (10/19)
  60. Chapter 8. Reconstruction of eflectance (11/19)
  61. Chapter 8. Reconstruction of eflectance (12/19)
  62. Chapter 8. Reconstruction of eflectance (13/19)
  63. Chapter 8. Reconstruction of eflectance (14/19)
  64. Chapter 8. Reconstruction of eflectance (15/19)
  65. Chapter 8. Reconstruction of eflectance (16/19)
  66. Chapter 8. Reconstruction of eflectance (17/19)
  67. Chapter 8. Reconstruction of eflectance (18/19)
  68. Chapter 8. Reconstruction of eflectance (19/19)
  69. Chapter 9. Bidirectional Texture Function (1/7)
  70. Chapter 9. Bidirectional Texture Function (2/7)
  71. Chapter 9. Bidirectional Texture Function (3/7)
  72. Chapter 9. Bidirectional Texture Function (4/7)
  73. Chapter 9. Bidirectional Texture Function (5/7)
  74. Chapter 9. Bidirectional Texture Function (6/7)
  75. Chapter 9. Bidirectional Texture Function (7/7)
  76. Chapter 10. Radiance Transfer (1/10)
  77. Chapter 10. Radiance Transfer (2/10)
  78. Chapter 10. Radiance Transfer (3/10)
  79. Chapter 10. Radiance Transfer (4/10)
  80. Chapter 10. Radiance Transfer (5/10)
  81. Chapter 10. Radiance Transfer (6/10)
  82. Chapter 10. Radiance Transfer (7/10)
  83. Chapter 10. Radiance Transfer (8/10)
  84. Chapter 10. Radiance Transfer (9/10)
  85. Chapter 10. Radiance Transfer (10/10)
  86. Bibliography (1/4)
  87. Bibliography (2/4)
  88. Bibliography (3/4)
  89. Bibliography (4/4)
  90. Color Insert (1/3)
  91. Color Insert (2/3)
  92. Color Insert (3/3)
  93. Back Cover

Product information

  • Title: The Magic of Computer Graphics
  • Author(s): Noriko Kurachi
  • Release date: June 2011
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781439873571