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Download PDF Realistic Ray Tracing, Second Edition
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Realistic Ray Tracing, Second Edition
Download PDF Realistic Ray Tracing, Second Edition
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About the Author
Peter Shirley is a professor in the School of Computing at the University of Utah. He is a member of the Visual Simulation Group, whose work focuses on the creation of images for the human visual system, including static and dynamic imagery for traditional displays and immersive environments. He has held positions at Indiana University and the Cornell Program of Computer Graphics. R. Keith Morley is currently attending the University of Utah School of Computing. His research interests include parallel programming, interactive ray tracing, and realistic image synthesis.
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Product details
Paperback: 242 pages
Publisher: Routledge; 2 edition (July 9, 2003)
Language: English
ISBN-10: 9781568814612
ISBN-13: 978-1568814612
ASIN: 1568814615
Product Dimensions:
5.8 x 0.6 x 8.9 inches
Shipping Weight: 13.6 ounces (View shipping rates and policies)
Average Customer Review:
3.4 out of 5 stars
10 customer reviews
Amazon Best Sellers Rank:
#2,491,411 in Books (See Top 100 in Books)
I purchased this book at the request of and for the use of a grandniece who is studying computer science. I assume she must give it a five-star rating or she wouldn't want to own her own copy. I ordered it via Amazon and had Amazon arrange direct shipping to her. R. Woodworth
This book will in a very short time span teach you even some advanced features of ray-tracing. Unfortunately, it is simply to high paced, unless you are an advanced programmer with some knowledge of ray-tracing already.
It's a classic book, worth to buy and read. It would be nice If the code printing is clearer and more pictures.
The book "Realistic Ray Tracing" contains a description of all important ray tracing techniques and a guideline to the implementation of a ray tracing program. The book covers the basics like ray-object intersection, lighting, viewing and materials, but the major part of the text deals with advanced techniques monte carlo integration, antialiasing, soft shadows or path-tracing.The book contains only some 150 pages and each technique is thus described in 3 to 10 pages. The language used is clear and the book is very readable. It is very easy to read the whole book or just to pick a specific chapter and get an idea of one topic. The main focus of this book is the implementation of a ray tracer. All techniques are described in a way that enables the reader to easily code them. All the math needed is provided and procedural pseudo code fragments are given in some chapters. Despite being quite a thin book, the selection of topics is very good and most of the important ray tracing techniques are covered.There are some problems with this book though. First of all, this book does not describe the ray tracing algorithm very well. Readers completely unfamiliar with this method might have some difficulties understanding the overall picture. This is also true for the implementation part. Although a lot of techniques and basics are explained, the author does not cover the implementation of a ray tracing framework.Some of the chapters are simply too brief. The mathematical background is covered but not explained. In the first chapter, the author introduces 4-dimensional homogeneous coordinate systems without explaining them. This could have been done in 1-2 pages and would have helped to better understand a lot of the transformations used throughout the book. And the chapter about triangle meshes only deals with different approaches to store a triangle mesh. No word about the triangulation process itself.Overall, this is a lovely book that covers a lot of ray tracing techniques, but is is no introduction to this method.
The book started off amazingly well. I was very excited to find out what next. The book did a good job of introducing the technique and giving hints on how to implement them. After the first several chapters, however, the implementation gets left behind and the reader is given a series of chapters on disjointed topics. The author who was weaving such a beautiful web toward the beginning stopped doing everything that make the book great. There was no longer any explanation about how one topic led to the next and implementation was no longer touched upon. This book is an adequate introduction to the concepts but I found it sorely lacking when it came to help on implementation.
I had begun making a ray tracer just a few days before reading this book. At the time, I had already read through quite a few articles regarding the basics, and some vector arithmetic (which I was completely ignorant of before hand). I had a basic ray tracer only capable of shadows and rendering spheres and planes. I skimmed through this book hoping to find algorithms for reflections, diffusion, and refraction. I was absolutely amazed! The algorithms were clearly explained in a way that was easy to implement them into my tracer. I later read through the book more thoroughly and found out about techniques I had never heard of before such as soft shadows and sampling. However, there are some issues. First of all, the ending is more of jumbled mentions of theory, rendering it much less practical. I would also agree with other reviewers that this is NOT a book for readers that are unfamiliar with ray tracing in general or high level mathematics. In short, this book will waste no time giving you all of what you need for a ray tracer and nothing that you don't.
I have to second the person who said that the people who recommended this book never actually sat down and tried to implement the material inside of it. The book is riddled with mistakes, and the errata online keeps growing by the minute.Shirley (and Morley) are brilliant and pioneers in the field, but they write a book like any hardcore professor you've taken in college would have written it --- dry, coarse and assuming of much knowldege. A reviewer here mentioned "disjointed" and that actually is an understatement.I am by far no means a graphics person, but being a college graduate with at least two classes in graphics under my belt, I expected to just shoot through this book. This was definitely not the case.Beware of slim and short books, and this is one of them. I found the classic "An Introduction To Ray Tracing", Andrew S. Glassner (another genuis) to be much better. Also, I've heard great things about Matt Pharr/Greg Humphreys "Physically Based Rendering -- from Theory to Implementation". That one's currently in the mail shipping to my house.No offense to Mr. Shirley -- however please let edition 3 of this book (assuming there will be one) cater to a wider audience, such as myself.I wonder if the first edition was better...
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