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Links
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Chapter 1 The Physics of Light
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Chapter 2 Modeling Real-World Lights
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Chapter 3 Raytracing and Related Techniques
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Chapter 4 Objects and Materials
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Chapter 5 Lighting and Reflectance Models
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Chapter 6 Implementing Lights in Shaders
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Chapter 7 Implementing BRDFs in Shaders
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Chapter 8 Spherical Harmonic Lighting
- [10] Walter, B., HDR images manipulation routines, http://www.graphics.cornell.edu/~bjw/
- [11] Debevec, P., HDR images manipulation programs, http://www.debevec.org/
- [12] OpenGL Community, Developer resources, http://www.opengl.org/
- [13] Mesa Library, OpenGL open-source implementation, http://www.mesa3d.org/
- [14] GLUT Library, cross-platform UI library for OpenGL, http://www.sgi.com/software/opengl/glut.html
- [15] Lib3ds library, cross-platform to work with 3ds files, http://lib3ds.sourceforge.net/
- [16] Debevec, P., Light Probes, http://www.debevec.org/Probes, Light Probes section
- [17] Hanrahan, P., Ramamoorthi, R., Ng, R., All-Frequency Shadows Using Non-Linear Wavelet Lighting Approximation, http://graphics.stanford.edu/papers/allfreq/
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Chapter 9 Spherical Harmonics in DirectX
- [1] "Clustered Principal Components for Precomputed Radiance Transfer", Peter-Pike Sloan, Jesse Hall, John Hart, and John Snyder. ACM Transactions on Graphics (TOG), Vol. 22, Issue 3 (SIGGRAPH), pp. 382-391. New York, NY: ACM Press, July 2003.
- [2] "Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics", Jan Kautz, Peter-Pike Sloan and John Snyder, Eurographics Rendering Workshop 2002 ,June, 2002
- [3] "A Practical Model for Subsurface Light Transport", Henrik Wann Jensen, Steve Marschner, Marc Levoy, and Pat Hanrahan, Proceedings of SIGGRAPH'2001, pages 511-518, Los Angeles, August 2001
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Chapter 10 Toward Real-Time Radiosity
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Appendix A Building the Source Code
- [1] Site to easily find RPMs, http://rpmfind.net
- [2] Main DirectX website, http://www.microsoft.com/directx
- [3] DirectX developer site, http://msdn.microsoft.com/directx
- [4] GLUT main site, http://www.sgi.com/software/opengl/glut.html
- [5] GLUT Win32 main site, http://www.pobox.com/~nate/glut.html
- [6] Lib3ds main site, http://lib3ds.sourceforge.net
- [7] OpenGL community site, http://www.opengl.org
- [8] Cg main site, http://developer.nvidia.com/view.asp?IO=cg_toolkit
- [9] ATI GLSL SDK, http://www.ati.com/developer/sdk/RadeonSDK/Html/Samples/OpenGL/GLSLSimpleShader.html
- [10] 3DLabs OpenGL SL site, http://www.3dlabs.com/support/developer/ogl2/index.htm
- [11] Microsoft Visual C++ Toolkit 2003, http://msdn.microsoft.com/visualc/vctoolkit2003/
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Appendix B Sample Raytracer Implementation
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Appendix C The Lighting and Shading Frameworks
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