ABSTRACT

Concentrating on the "nuts and bolts" of writing ray tracing programs, this new and revised edition emphasizes practical and implementation issues and takes the reader through all the details needed to write a modern rendering system. Most importantly, the book adds many C++ code segments, and adds new details to provide the reader with a better intuitive understanding of ray tracing algorithms.

1. Getting Started 2. Ray-Object Intersection 3. A Simple Ray Tracer 4. Viewing 5. Solid Texture Mapping 6. Image Texture Mapping 7. Triangle Meshes 8. Instancing 9. Bounding Volume Hierarchies 10. Monte Carlo Integration 11. Radiometry 12. Path Tracing 13. Explicit Direct Lighting 14. Photon Mapping 15. Participating Media