Ray Tracing from the Ground Up

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A01=Kevin Suffern
advanced C++ ray tracing implementation
Ambient Illumination
Ambient Occlusion
Author_Kevin Suffern
Axis Aligned Bounding Boxes
BRDF.
Build Function
Category=UG
computer graphics algorithms
Const Float
Const Int
Const Ray
depth of field rendering
Direct Illumination
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Eye Points
grid acceleration
Hit Function
Hit Point
image antialiasing techniques
image-space algorithms
Indirect Illumination
optical effects simulation
Pinhole Camera
Primary Ray
Ray Ray
Ray Tracing
RGB
RGB Color
Shadow Ray
Smooth Shading
Specular Highlights
stereoscopic visualization
texture synthesis methods
Triangle Meshes
Vp
World Coordinates

Product details

  • ISBN 9781568812724
  • Weight: 1769g
  • Dimensions: 187 x 235mm
  • Publication Date: 06 Sep 2007
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid of hundreds of diagrams, ray-traced images, and sample code. It is suitable for undergraduate and graduate computer graphics courses and for individual programmers who would like to learn ray tracing.
Kevin Suffern is a Senior Lecturer in the Faculty of Information Technology at the University of Technology, Sydney (UTS), where he has been teaching since 1982. In 2003 he won an Individual Teaching Award for outstanding achievement in teaching computer graphics, in particular ray tracing. His artwork, which is produced using the ray tracer described in the book, has won two international awards, has been exhibited at SIGGRAPH, and has been presented as a SIGGRAPH sketch.

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