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Physically Based Lighting Calculations for Computer Graphics
註釋Image-based solution methods are phrased as a lazy evaluation of the Global Radiance Function; evaluation takes place for visible points. Zonal solution methods are phrased as table based solutions. A proof is given that, subject to certain constraints, only O(N) rays are required for a zonal solution with N zones. Simulation allows for surfaces which are not zoned to interact with those that are. The ray tracing zonal solution methods used for surfaces are extended to scenes with participating media. The impact of wavelength selection and time dependencies is also discussed. An object oriented implementation is discussed. This implementation separates the local and global illumination modules, so all of the specifics of the local modules to be added by specifying the black box access routines."