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801 801 802 803 804 806 808 810 813 813 814 815 818 820 821 821 31 Computing Solutions to the Rendering Equation: Theoretical Approaches ..... 825 The rendering equation can be approximately solved by many methods, including ray tracing (an approximation to the series solution), radiosity (an approximation arising from a finite-element approach), Metropolis light transport, and photon mapping, not to mention basic polygonal renderers using direct-lighting-plus-ambient approximations. Each method has strengths and weaknesses that can be analyzed by considering the nature of the materials in the scene, by examining different classes of light paths from luminaires to detectors, and by uncovering various kinds of approximation errors implicit in the methods.

3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 1–5 Transformations: Chapters 10 and 13, briefly. 3–5, Chapters 33 and 38 Note that these paths touch chapters out of numerical order. We’ve intentionally written this book in a style where most chapters are self-contained, with crossreferences instead of prerequisites, to support such traversal. Differences from the Previous Edition This edition is almost completely new, although many of the topics covered in the previous edition appear here. With the advent of the GPU, triangles are converted to pixels (or samples) by radically different approaches than the old scan-conversion algorithms.

12. 1–5 Transformations: Chapters 10 and 13, briefly. 3–5, Chapters 33 and 38 Note that these paths touch chapters out of numerical order. We’ve intentionally written this book in a style where most chapters are self-contained, with crossreferences instead of prerequisites, to support such traversal. Differences from the Previous Edition This edition is almost completely new, although many of the topics covered in the previous edition appear here. With the advent of the GPU, triangles are converted to pixels (or samples) by radically different approaches than the old scan-conversion algorithms.

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