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Many of the figures from this book may be reproduced free of charge in scholarly articles, proceedings, and presentations, provided only that the following.

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Presentation on theme: "Many of the figures from this book may be reproduced free of charge in scholarly articles, proceedings, and presentations, provided only that the following."— Presentation transcript:

1 Many of the figures from this book may be reproduced free of charge in scholarly articles, proceedings, and presentations, provided only that the following citation is clearly indicated: “Reproduced with the permission of the publisher from Computer Graphics: Principles and Practice, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley. Copyright 2014 by Pearson Education, Inc.” Reproduction for any use other than as stated above requires the written permission of Pearson Education, Inc. Reproduction of any figure that bears a copyright notice other than that of Pearson Education, Inc., requires the permission of that copyright holder.

2 Figure A local basis at a point P, consisting of mutually perpendicular unit vectors. The vector ω is shown being decomposed into a linear combination of these via dot products. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

3 Figure 32.2 Bumping P out to Pʹ = P + εn prevents rays starting at P from intersecting T.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

4 Figure 32.3 A ray from the sun shines through the gap between two nearly tangent, shiny cylinders.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

5 Figure 32.4 Is L(P,ω) the radiance along the solid red or the solid green arrow?
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

6 Figure Ray tracing. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

7 Figure The algorithm works from the eye toward the light source (red); photons travel in the opposite direction (blue). From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

8 Figure 32.7 The eye E looks into the scene and sees P at distance t.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

9 Figure 32.8 P is visible to the light, but not lit by it.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

10 Figure Four simple scenes, with their rendered versions shown to the right. The scene at the top left is ray-traced (and hence the light comes from the point source; the area source is ignored); the three remaining scenes are path-traced to show the effects of the area luminaires. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

11 Figure 32.10 A path-traced scene.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

12 Figure 32.11 Path tracing with ten rays per pixel.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

13 Figure 32.12 The Cornell box rendered with 100, 10,000, and 1,000,000 photons.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

14 Figure One-sample-per-pixel rendering of the emitted direct light from area lights only, using 1, 10, and 100 samples to estimate the light from the area source. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

15 Figure The three other test scenes, rendered with 100 primary rays per pixel, ten thousand (top row) and one million (bottom row) shot photons, and one sample per source for area lights. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

16 Figure Final gathering with 30 samples in our first three test scenes. The photon maps were generated with 10,000 shot photons, resulting in 1,100 photons (first scene) to 7,900 photons (second scene). The last image is the Cornell box, rendered with the same parameters but no final gather. The improvement is substantial. From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

17 Figure 32.16 Floating-point comparison failure in BVH.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

18 Figure 32.17 Speckles in a rendering.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

19 Figure 32.18 Noise in a rendering.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

20 Figure 32.19 A diagonal stripe on the floor from failed visibility testing.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

21 Figure The eight samples per pixel that were used to generate the Monte Carlo rendering on top are filtered with RPF to produce the improved rendering on the bottom, which is virtually indistinguishable from a Monte Carlo rendering generated with 8,192 samples per pixel. (Courtesy of Pradeep Sen and Soheil Darabi, ©2012 ACM, Inc. Reprinted by permission.) From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.

22 Figure 32.21 The rule of five, revisited.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: ). Copyright © 2014 by Pearson Education, Inc. All rights reserved.


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