I will spare time to read them later as I am really in a harsh time now.
Vmware Workstations->虚拟机-> 重新安装VMware tools
把安装包放在desktop上->extract here->open in terminal
su->type in root key->./vmware-install.pl->\n\n\n\n\n\n\n\n\n\n->finish
- sudo passwd root
This chapter is really a survey. This just points out some algorithms but don’t explain them in detail.
- Types of Geometric Models
- Generic Operations
- Points, Planes, Lines and Rays
- Modeling and Viewing Transformations
3. Ray-Surface Intersections
3.1 Implicit Surfaces
3.2 Explicit Surfaces
3.3 Procedural Surfaces
Constructive Solid Geometry
Hierarchical Bounding Volumes
Stochastic Sampling and Distributed Ray Tracing
Rendering algorithms can be classified as analytic and discrete according to how they approach the aliasing problem. Discrete is better than analytic algorithms.
- super sampling
- adaptive sampling
- stochastic sampling (here we introduce)
2. Uniform point sampling
A review to uniform sampling as mentioned in paragraph 1.
3.Poisson disk sampling
Nonuniform distribution sample found in human eye called Poisson disk distribution, which replaces aliasing by noise.
4. Jittering a regular gird
This method produces good results and is well suited to image rendering algorithms, but it can remain small amount of aliasing as it is not as good as Poisson disk sampling.
5.Distributed ray tracing
Definition of distributed (probabilistic) ray tracing
If we regard the variables of the integration as additional dimensions, we can perform a Monte Carlo evaluation of the integrals by stochastically distributing the sample points(rays) in those additional dimensions.
How to calculate intensity I of reflected light at a point on the surface.
5.2 Depth of field
I don’t understand the formulas thoroughly.