Object-oriented ray tracing in C++

書誌事項

Object-oriented ray tracing in C++

Nicholas Wilt

(Wiley professional computing)

Wiley, c1994

  • pbk
  • computer disc

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注記

"Instllation. To develop with OORT, you need:*A PC-class machine, preferably a 386 or 486. A floating-point coprocessor is highly recommended, since ray tracing is floating-point intensive. *Besides the 35M of disk space required by Boland C++, you will need at least 10M of space for the ray tracer's development directories. *Borlanad C++ v3.1 or another C++ complier that supports templates. If you want to use a different C++ complier, you will have to modify the makefiles for the class library and examples."-- p.379

Includes bibliographical references (p. 373-378) and index

内容説明・目次

巻冊次

ISBN 9780471304142

内容説明

Ray tracing is a technique for creating a two-dimensional picture of a three-dimensional world. This introduction to the field concentrates on the state-of-the-art algorithms and applications of ray tracing that use object-orientation. It describes various advanced ray tracing techniques.

目次

Introduction to 3D Graphics. Introduction to Ray Tracing. The Shading Equation. Different Types of Object. Acceleration Techniques. Texture Mapping. Distribution Ray Tracing. Advanced Primitives. Appendices. Index.
巻冊次

pbk ISBN 9780471304159

内容説明

Ray tracing is a technique for creating a two-dimensional picture of a three-dimensional world. This introduction to the field concentrates on the state-of-the-art algorithms and applications of ray tracing that use object-orientation. It describes various advanced ray tracing techniques.

目次

  • Introduction to 3D Graphics
  • Introduction to Ray Tracing
  • The Shading Equation
  • Different Types of Object
  • Acceleration Techniques
  • Texture Mapping
  • Distribution Ray Tracing
  • Advanced Primitives
  • Appendices
  • Index.
巻冊次

computer disc ISBN 9780471304166

目次

Introduction to 3D Graphics. Introduction to Ray Tracing. The Shading Equation. Different Types of Object. Acceleration Techniques. Texture Mapping. Distribution Ray Tracing. Advanced Primitives. Appendices. Index.

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