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008 220601s2009 sz | o |||| 0|eng d
020 _a9783031795404
024 7 _a10.1007/978-3-031-79540-4
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aT385
_b2009 EB
100 1 _aKřivánek, Jaroslav
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687751
245 1 0 _aPractical Global Illumination with Irradiance Caching
_cby Jaroslav Krivanek, Pascal Gautron
250 _a1st edition 2009
264 1 _aCham
_bSpringer International Publishing
_c2009
300 _a1 recurso en línea (XIII, 134 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aSynthesis Lectures on Computer Graphics and Animation
_x1933-9003
505 0 _aIntroduction to Ray Tracing and Global Illumination -- Irradiance Caching Core -- Practical Rendering with Irradiance Caching -- Irradiance Caching in a Complete Global Illumination -- Irradiance Caching on Graphics Hardware -- Temporal Irradiance Caching.
520 _aIrradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in the Radiance lighting simulation system. Its widespread use had to wait until computers became fast enough to consider global illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and open-source rendering software base the global illumination computation upon irradiance caching. Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free mages. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to show the irradiance caching algorithm along with all the details and tricks upon which the success of its practical implementation is dependent. In addition, we discuss some extensions of the basic algorithm, such as a GPU implementation for interactive global illumination computation and temporal caching that exploits temporal coherence to suppress flickering in animations. Our goal is to show the material without being overly theoretical. However, the reader should have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global illumination is useful but not necessary to read this book. Table of Contents: Introduction to Ray Tracing and Global Illumination / Irradiance Caching Core / Practical Rendering with Irradiance Caching / Irradiance Caching in a Complete Global Illumination / Irradiance Caching on Graphics Hardware / Temporal Irradiance Caching.
988 _aSynthesis Collection of Technology_2009
650 7 _2embne
_9141143
_aGráficos de ordenador
650 7 _2embne
_9413188
_aProceso digital de imágenes
700 1 _aGautron, Pascal
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687752
776 0 8 _iPrinted edition:
_z9783031795398
776 0 8 _iPrinted edition:
_z9783031795411
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-79540-4
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2023
_dz
_eb
_zSI