Physically Based Rendering 2017
DOI: 10.1016/b978-0-12-800645-0.50001-4
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Cited by 84 publications
(142 citation statements)
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“…"The goal of photorealistic rendering is to create an image of a 3D scene that is indistinguishable from a photograph of the same scene". 2 To this quote Pharr et al note that the word "indistinguishable" itself is inaccurate, because it subjectively depends on the observer. But the goal is pursued by using natural laws of material-dependent light propagation reflection and refraction to model the scene appearance in a physically correct way.…”
Section: Definition Of Terms and Methodology Of Literature Researchmentioning
confidence: 99%
See 1 more Smart Citation
“…"The goal of photorealistic rendering is to create an image of a 3D scene that is indistinguishable from a photograph of the same scene". 2 To this quote Pharr et al note that the word "indistinguishable" itself is inaccurate, because it subjectively depends on the observer. But the goal is pursued by using natural laws of material-dependent light propagation reflection and refraction to model the scene appearance in a physically correct way.…”
Section: Definition Of Terms and Methodology Of Literature Researchmentioning
confidence: 99%
“…The outgoing radiance L (p, ω 0 ) from a point p in direction ω 0 is equal to the emitted radiance at that point in that direction, L i (p, ω i ) plus the incident radiance from all directions on the sphere S 2 around p scaled by the BSDF * f (p, ω 0 , ω i ) and a cosine term. [2][3][4] Figure 1: Computer generated image using physically based rendering like path tracing from Pharr et al 2 Ray Tracing In ray tracing a ray is sent out from the virtual camera into the scene and traced until it intersects with a solid body. At this point a ray is cast to each of the light sources in the scene to calculate illumination and surface shading for the intersection point.…”
Section: Definition Of Terms and Methodology Of Literature Researchmentioning
confidence: 99%
“…As all the radii are the same, these primitives will always fit perfectly together, creating the appearance of a single connected streamline. Implementing this approach is straightforward: ray-sphere and ray-cylinder intersections are well described in the literature [Dra99, PJH16], and building an acceleration structure on these primitives can be left to Embree.…”
Section: Methods Overviewmentioning
confidence: 99%
“…When the control points have the same radii, it is sufficient to link them with a cylinder; however, if the radii differ, we must use a cone stump. Ray-sphere, ray-cylinder, and ray-cone intersections are well described in the ray tracing literature [PJH16, Dra99]. Bhagvat et al [BJCW09] presented a similar approach for ray-conical frusta intersection; however, our definition of a cone stump is not identical to a conical frusta.…”
Section: Methodsmentioning
confidence: 99%
“…Several points of view of commonly used 3D scenes [ 43 ] were calculated with several levels of samples. The rendering engine used was PBRT (for Physically Based Rendering) version 3 [ 44 ] and only one integrator (Path Tracing) has been used among the various available, both because of its wide use and to avoid the biases that could arise when using different integrators.…”
Section: Subjective Dataset Collectionmentioning
confidence: 99%