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It does a particularly good job of identifying both hardware and software resources to enable a beginning practitioner to get up and running.
This book covers that range in detail, but in a manner that can be understood without reviewing graduate-level mathematics.
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Somewhere between the ten thousand foot overview and the vast collection of GPU code hiding beneath the surface is a level of explanation and understanding that provides a prospective user with enough background to get started.
That’s where Jon Peddie’s text comes into play. Regardless, a sophisticated graphics system requires some understanding of the technology in order to get the most use from it. But what if you are not a programmer? Today, most of us want to use the technology without programming it from scratch. Papers, journals, books, and courses dive into the topic and open up the world of rendering to the average programmer. Making use of realistic rendering, whether for Hollywood special effects, video games, or redecorating your living room still requires an understanding of what it is and how it works. Today, it has become commonplace and it has found applications we had not imagined. At the time, the idea seemed far-fetched. Back in the early 1980s, Jon Peddie and I met for breakfast one weekend morning to discuss ways to commercialize realistic rendering. Over the following decades, researchers have developed rendering techniques that evolved step-by-step from smooth shading to realistic reflections and ultimately to a level of realism that allows us to ignore the fact that the rendered images are not real. Shaded rendering has been one of the central topics of computer graphics research since the 1960s. This Springer imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: GewerbestraCham, Switzerland The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication.
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in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The use of general descriptive names, registered names, trademarks, service marks, etc. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. © Springer Nature Switzerland AG 2019 This work is subject to copyright. Jon Peddie Jon Peddie Research Belvedere Tiburon, CA, USA Ray-Tracing Programs and Plug-ins (Jon Peddie).Pages 181-330īack Matter. Ray-Tracing Hardware (Jon Peddie).Pages 129-180 Work Flow and Material Standards (Jon Peddie).Pages 65-90Īpplications of Ray Tracing (Jon Peddie).Pages 91-128 The Rendering Industry (Jon Peddie).Pages 29-31