E-Book, Englisch, 381 Seiten
Peddie Ray Tracing: A Tool for All
1. Auflage 2019
ISBN: 978-3-030-17490-3
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 381 Seiten
ISBN: 978-3-030-17490-3
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist.It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building - from pitch to prototype to marketing.Ray Tracing and Rendering clarifies the difference between conventional faked rendering and physically correct, photo-realistic ray traced rendering, and explains how programmer's time, and backend compositing time are saved while producing more accurate representations with 3D models that move.Often considered an esoteric subject the author takes ray tracing out of the confines of the programmer's lair and shows how all levels of users from concept to construction and sales can benefit without being forced to be a practitioner. It treats both theoretical and practical aspects of the subject as well as giving insights into all the major ray tracing programs and how many of them came about.It will enrich the readers' understanding of what a difference an accurate high-fidelity image can make to the viewer - our eyes are incredibly sensitive to flaws and distortions and we quickly disregard things that look phony or unreal. Such dismissal by a potential user or customer can spell disaster for a supplier, producer, or developer. If it looks real it will sell, even if it is a fantasy animation. Ray tracing is now within reach of every producer and marketeer, and at prices one can afford, and with production times that meet the demands of today's fast world.
Jon Peddie is a pioneer of the graphics industry and lectures around the world on topics pertaining to graphics technology, augmented reality and the emerging trends in digital media technology. Recently named one of the most influential analysts who regularly advises investors in the GLG network, he is frequently quoted in trade and business publications, was the former president of Siggraph Pioneers, and he is also the author of several books including The History of Visual Magic in Computers and Augmented Reality. Jon Peddie was recently honored by the CAD Society with a lifetime achievement award.
Autoren/Hrsg.
Weitere Infos & Material
1;Foreword I;5
2;Foreword II;7
3;Acknowledgements;9
4;Contents;11
5;List of Figures;16
6;List of Tables;26
7;1 Preface;27
7.1;Abstract;27
7.2;1.1 About the Cover;29
7.3;1.2 Terminology and Definitions;30
8;2 Introduction;32
8.1;Abstract;32
8.2;2.1 Who Needs It?;33
8.3;2.2 Ray Tracing Isn’t New;34
8.4;2.3 A Little History;36
8.5;2.4 Ray Tracing not New;37
8.5.1;2.4.1 From Humble Beginnings;39
8.6;2.5 Realism, Accuracy, and Functionality;40
8.6.1;2.5.1 Three Types of Realism in Computer Graphics;41
8.6.1.1;2.5.1.1 Monte Carlo;43
8.6.2;2.5.2 Stylistic Versus Photorealistic;44
8.6.2.1;2.5.2.1 Sometimes You Can’t See It;45
8.6.2.2;2.5.2.2 The Payoff of Ray Tracing;46
8.6.2.3;2.5.2.3 The Need for Ray Tracing;46
8.7;2.6 Technical Papers and Books;48
8.8;2.7 Material Libraries Critical;49
8.9;2.8 Rendering Becomes a Function of Price;49
8.10;2.9 Shortcuts and Semiconductors—The Need for Speed;50
8.11;2.10 Challenges;52
8.12;References;52
9;3 The Rendering Industry;53
9.1;Abstract;53
9.2;3.1 Leading Companies Rendering in AEC and Product Design;54
9.3;3.2 The Future;55
10;4 The Continuum;56
10.1;Abstract;56
10.2;4.1 The Rendering Equation;58
10.3;4.2 Scanline Rendering;59
10.3.1;4.2.1 Z-Buffering;60
10.3.2;4.2.2 Painter’s Algorithm;61
10.4;4.3 Ray Tracing;62
10.4.1;4.3.1 Path Tracing;69
10.4.2;4.3.2 The Difference Between Path Tracing and Ray Tracing;70
10.4.3;4.3.3 Noise in Ray Tracing;70
10.4.4;4.3.4 Global Illumination;72
10.4.5;4.3.5 The Difference Between Ray Tracing and Ray Casting;72
10.4.6;4.3.6 Recursive Ray Tracing;75
10.5;4.4 Photon Mapping;76
10.6;4.5 Brute Force;78
10.7;4.6 Radiosity;79
10.8;4.7 Light-Field Rendering;80
10.8.1;4.7.1 Voxels;82
10.9;4.8 Problems Ray Tracing Doesn’t Solve;84
10.9.1;4.8.1 Photorealism;84
10.9.2;4.8.2 Surface Complexity;85
10.9.3;4.8.3 Scale;85
10.10;4.9 Summary;86
10.11;References;87
11;5 Work Flow and Material Standards;88
11.1;Abstract;88
11.2;5.1 Biased Versus Unbiased;88
11.2.1;5.1.1 Biased Versus Consistent;89
11.2.2;5.1.2 Radiosity;89
11.2.3;5.1.3 Rasterization;90
11.3;5.2 Importance of Material Library;90
11.3.1;5.2.1 Standards (USPs, OSL, Etc.);92
11.3.2;5.2.2 Physically Based Rendering;94
11.3.2.1;5.2.2.1 Physically Accurate?;94
11.3.2.2;5.2.2.2 Free PBR Sources;94
11.3.2.3;5.2.2.3 CC0 Textures;94
11.3.2.4;5.2.2.4 Cgbookcase;95
11.3.2.5;5.2.2.5 Free PBR;95
11.3.2.6;5.2.2.6 Khronos;96
11.3.2.7;5.2.2.7 Textures.Com;96
11.3.3;5.2.3 Allegorithmic’s Substance Designer;96
11.3.4;5.2.4 Everyday Material Collection;98
11.3.5;5.2.5 MaterialX;99
11.3.6;5.2.6 Nvidia’s MDL;99
11.3.7;5.2.7 X-Rite’s AxF;102
11.4;5.3 Quality Issues;103
11.4.1;5.3.1 Skin and Subsurface Scattering;104
11.4.2;5.3.2 Variance-Based Adaptive Sampling;106
11.4.3;5.3.3 Hybrid;107
11.4.4;5.3.4 Summary;107
11.5;5.4 Importance of HDR Monitors;108
11.6;5.5 Importance of Full-Color Printers;112
11.7;References;113
12;6 Applications of Ray Tracing;114
12.1;Abstract;114
12.2;6.1 The Pipeline;115
12.2.1;6.1.1 Conception—STAGE ONE;116
12.2.1.1;6.1.1.1 Simulations of Things that Don’t Exist;116
12.2.1.2;6.1.1.2 Animation Games and Simulation;119
12.2.1.2.1;Ray Tracing in Games;119
12.2.1.2.2;Ray Tracing in Contemporary Games;121
12.2.1.2.3;The Exception;127
12.2.1.2.4;4A Games Metro Exodus;128
12.2.1.3;6.1.1.3 Architecture;129
12.2.1.3.1;Sun and Shadows;130
12.2.1.4;6.1.1.4 Film and TV;132
12.2.1.5;6.1.1.5 Medical and Scientific;133
12.2.1.6;6.1.1.6 Vehicles;133
12.2.1.7;6.1.1.7 Products in General;134
12.2.2;6.1.2 Design and Engineering—STAGE TWO;134
12.2.2.1;6.1.2.1 Photorealistic;134
12.2.2.1.1;Physically Accurate;135
12.2.2.2;6.1.2.2 Jewelry Design;135
12.2.2.3;6.1.2.3 Fashion Design;135
12.2.2.3.1;Virtual Simulation in the Fashion Industry;136
12.2.2.4;6.1.2.4 Mechanical Engineering;138
12.2.2.5;6.1.2.5 Molecular Modeling;139
12.2.2.6;6.1.2.6 Packaging Design;140
12.2.2.7;6.1.2.7 Geophysical;141
12.2.2.8;6.1.2.8 Optical Design;141
12.2.2.9;6.1.2.9 Audio;141
12.2.3;6.1.3 Manufacturing and Production—STAGE THREE;142
12.2.3.1;6.1.3.1 Fixture Design and Placement;143
12.2.3.2;6.1.3.2 Ray Tracing in Games’ Manufacturing;143
12.2.4;6.1.4 Marketing—STAGE FOUR;145
12.2.4.1;6.1.4.1 Advertising;146
12.2.4.2;6.1.4.2 Packaging;149
12.2.4.3;6.1.4.3 Projection Mapping;149
12.3;6.2 Summary;150
12.4;References;151
13;7 Ray-Tracing Hardware;152
13.1;Abstract;152
13.2;7.1 Shortcuts and Semiconductors—The Need for Speed;152
13.3;7.2 Local;155
13.3.1;7.2.1 CPU;155
13.3.2;7.2.2 GPU;158
13.3.2.1;7.2.2.1 Real-Time Ray Tracing;160
13.3.2.2;7.2.2.2 Vulkan API Extension;162
13.3.2.3;7.2.2.3 AMD;163
13.3.2.4;7.2.2.4 Nvidia;164
13.3.2.5;7.2.2.5 Denoising and Unbiased Ray Tracing;171
13.3.2.6;7.2.2.6 Deep Learning Super-Sampling;172
13.3.2.7;7.2.2.7 GPUs for Rendering;173
13.3.2.7.1;Local;173
13.3.2.7.2;Remote;174
13.3.2.7.3;Conclusion;175
13.3.3;7.2.3 Dedicated;176
13.3.4;7.2.4 RT on Mobiles;180
13.4;7.3 Remote;184
13.4.1;7.3.1 Cloud-Based Visualization;185
13.4.1.1;7.3.1.1 Cloud Rendering;186
13.4.1.2;7.3.1.2 Block-Chain Render Farms;187
13.4.1.2.1;CPUs in Visualization;188
13.4.2;7.3.2 Public Cloud Rendering Services;191
13.4.2.1;7.3.2.1 Assets;193
13.4.2.2;7.3.2.2 Render License;193
13.4.3;7.3.3 Private Rendering Services—Farms;194
13.4.4;7.3.4 Rendering Service Organizations;195
13.5;7.4 Benchmarking Ray Tracing;196
13.5.1;7.4.1 SPEC;196
13.5.2;7.4.2 Underwriter Labs Futuremark;199
13.5.3;7.4.3 Blender’s Open Data Benchmark;199
13.5.4;7.4.4 Chaos Group;201
13.5.5;7.4.5 Redshift Benchmark;202
13.5.6;7.4.6 Summary;202
13.6;References;203
14;8 Ray-Tracing Programs and Plug-ins;204
14.1;Abstract;204
14.2;8.1 Stand-Alone Ray-Tracing Programs;207
14.2.1;8.1.1 3Delight—Illumination Research;207
14.2.1.1;8.1.1.1 Summary;210
14.2.2;8.1.2 Appleseed;210
14.2.2.1;8.1.2.1 Summary;212
14.2.3;8.1.3 Arnold—Autodesk (Solid Angle);212
14.2.3.1;8.1.3.1 Summary;216
14.2.4;8.1.4 Cero—PTC;217
14.2.4.1;8.1.4.1 Summary;218
14.2.5;8.1.5 Indigo Renderer—Glare Technologies;218
14.2.5.1;8.1.5.1 Summary;222
14.2.6;8.1.6 Cinema 4D—Maxon Computer;222
14.2.6.1;8.1.6.1 Summary;225
14.2.7;8.1.7 Corona Renderer—Render Legion;226
14.2.8;8.1.8 Iray—Nvidia;226
14.2.8.1;8.1.8.1 Practicing What They Preach;234
14.2.8.2;8.1.8.2 Summary;235
14.2.9;8.1.9 KeyShot—Luxion;236
14.2.9.1;8.1.9.1 Summary;239
14.2.10;8.1.10 Lumion 8 and Pro—Act-3D B.V;239
14.2.10.1;8.1.10.1 Summary;243
14.2.11;8.1.11 Maxwell Render—Next Limit;243
14.2.11.1;8.1.11.1 Summary;248
14.2.12;8.1.12 Mitsuba;248
14.2.12.1;8.1.12.1 Summary;250
14.2.13;8.1.13 Nebula Render;251
14.2.13.1;8.1.13.1 Summary;254
14.2.14;8.1.14 OctaneRender—Otoy;254
14.2.14.1;8.1.14.1 Summary;256
14.2.15;8.1.15 OSPRay—Intel;256
14.2.15.1;8.1.15.1 Summary;258
14.2.16;8.1.16 Pica—SEED/Electronics Arts;259
14.2.17;8.1.17 ProRender—AMD;260
14.2.17.1;8.1.17.1 Summary;262
14.2.18;8.1.18 POV-Ray;262
14.2.18.1;8.1.18.1 Summary;264
14.2.19;8.1.19 Redshift Renderer;265
14.2.19.1;8.1.19.1 Summary;268
14.2.20;8.1.20 RenderMan—Pixar;269
14.2.20.1;8.1.20.1 Summary;273
14.2.21;8.1.21 Rigid Gems—FerioWorks.LLC;274
14.2.22;8.1.22 Tachyon;275
14.2.23;8.1.23 V-Ray—Chaos Group;276
14.2.23.1;8.1.23.1 Summary;286
14.2.24;8.1.24 VRED—Autodesk;287
14.2.24.1;8.1.24.1 Summary;290
14.2.25;8.1.25 Other;290
14.2.26;8.1.26 Lightworks Design;290
14.2.26.1;8.1.26.1 Summary;292
14.2.27;8.1.27 Manuka—Weta;292
14.2.27.1;8.1.27.1 Summary;295
14.3;8.2 Integrated (Programs with Native Ray Tracers);295
14.3.1;8.2.1 Cycles—Blender;295
14.3.1.1;8.2.1.1 Summary;298
14.3.2;8.2.2 Carrara—Daz 3D;299
14.3.2.1;8.2.2.1 Summary;302
14.3.3;8.2.3 Dimension CC—Adobe;302
14.3.3.1;8.2.3.1 Summary;305
14.3.4;8.2.4 Mantra—SideFX;305
14.3.4.1;8.2.4.1 Summary;309
14.3.5;8.2.5 ART (Autodesk Ray Tracer);309
14.3.5.1;8.2.5.1 Summary;310
14.3.6;8.2.6 Unreal Studio—Epic Games;310
14.3.6.1;8.2.6.1 Summary;312
14.3.7;8.2.7 Visualize—Dassault Systèmes/SolidWorks;313
14.3.7.1;8.2.7.1 Summary;317
14.3.8;8.2.8 PhotoView 360—Dassault Systèmes/SolidWorks;318
14.4;8.3 Plug-in Programs;321
14.4.1;8.3.1 3Delight—Illumination Technologies;321
14.4.2;8.3.2 Arnold—Autodesk;321
14.4.3;8.3.3 Corona Renderer—Chaos Group (Legion Team);321
14.4.3.1;8.3.3.1 Summary;325
14.4.4;8.3.4 Cycles—Blender;327
14.4.5;8.3.5 finalRender—Cebas;327
14.4.5.1;8.3.5.1 Summary;329
14.4.6;8.3.6 Iray—Nvidia;329
14.4.7;8.3.7 KeyShot—Luxion;329
14.4.8;8.3.8 Lumion;330
14.4.9;8.3.9 LuxCoreRender;330
14.4.9.1;8.3.9.1 Summary;330
14.4.10;8.3.10 Maxwell;332
14.4.11;8.3.11 ProRender;333
14.4.12;8.3.12 Redshift;333
14.4.13;8.3.13 V-Ray, Chaos Group;333
14.4.13.1;8.3.13.1 Summary;336
14.5;8.4 Middleware;336
14.5.1;8.4.1 Embree;337
14.5.1.1;8.4.1.1 Summary;338
14.5.2;8.4.2 OptiX—Nvidia;338
14.5.2.1;8.4.2.1 Summary;340
14.5.3;8.4.3 Radeon-Rays—AMD;340
14.5.3.1;8.4.3.1 Rendering Times: CPU Versus GPU;342
14.5.3.2;8.4.3.2 Summary;344
14.6;8.5 Cloud-Based;344
14.6.1;8.5.1 CL3VER—Cloud Rendering;345
14.6.2;8.5.2 OneRender—Prefixa;346
14.6.3;8.5.3 RealityServer—Migenius;346
14.6.3.1;8.5.3.1 Summary;347
14.7;8.6 Other;348
14.7.1;8.6.1 The Ray Tracer Challenge;348
14.7.2;8.6.2 Tiny Ray Tracer Fits in 64 Bytes;349
14.7.3;8.6.3 A Ray Tracer for Bare Metal x86;350
14.7.4;8.6.4 Tiny Metaball Ray Tracer in x86/x87 Assembly;351
14.8;References;352
15;Appendix A;354
15.1;Outline placeholder;1
15.1.1;A.1. Ray-Tracing Programs and Plug-Ins;354
15.1.2;A.2. Early Photorealism—Who Invented Ray Tracing;354
15.1.2.1;A.2.1. Young Hare;356
15.1.2.2;A.2.2. Varieties of Realism; Geometries of Representational Art;357
15.1.2.2.1;A.2.2.1. More About Bunnies Than You Probably Wanted to Know;358
15.1.3;A.3. Biased Versus Unbiased Rendering;358
15.1.4;A.4. Technical Papers and Books on Ray Tracing;358
15.1.4.1;A.4.1. Books on ray tracing;360
15.2;Sec9;360
16;Glossary;362
17;Index;376




