Showing posts with label computer graphics. Show all posts
Showing posts with label computer graphics. Show all posts

Computational Geometry: Algorithms and Applications, Second Edition Review

Computational Geometry: Algorithms and Applications, Second Edition
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Computational Geometry: Algorithms and Applications, Second Edition ReviewPro:
(1) Each chapter begins with a practical example. For example, the chapter computing intersections of lines starts with a discussion of a map-making application that goes into enough detail to see how the algorithms they present would be useful. This is a considerable step up from the common practice in algorithms literature of motivation by way of vaguely mentioning some related field (i.e. "These string matching algorithms are useful in computational biology"). This book does a much better job of motivating the material it presents, but if you're primarily interested in the abstract problem, these sections can be skipped.
(2) Each chapter is relatively self-contained. Feel free to skip ahead to subjects that interest you.
(3) Surprisingly readable. Unlike most technical material, one can read an entire chapter in a single sitting without missing much. Generally, each chapter will develop a single algorithm for a single kind of problem.
(4) It's very up to date. This second edition is less than two years old, it includes some new results in the field.
Con:
(1) Algorithms are only given in pseudocode. The emphasis is on describing algorithms and data structures clearly and completely. If you're looking for a "cookbook" with code to copy and paste into an application, perhaps O'Rourke's "Computational Geometry in C" would be a better choice.
(2) There are many important advanced results that are not discussed in the main text. An obvious example is the first chapter, which describes a well-known convex hull algorithm that takes O(n log n) time but algorithms that are faster for most inputs are mentioned only in the "Notes and Comments" at the end of the chapter. Someone interested in lots of gory details would be well-served to combine this book with Boissonnat and Yvinec's more detailed and mathematical "Algorithmic Geometry".Computational Geometry: Algorithms and Applications, Second Edition Overview

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Physically Based Rendering, Second Edition: From Theory To Implementation Review

Physically Based Rendering, Second Edition: From Theory To Implementation
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Physically Based Rendering, Second Edition: From Theory To Implementation ReviewAlthough it is not possible here, I am fairly sure this book deserves such rating. This is truly remarkable work and is likely to become a classic text in the field of computer graphics.
It is not a survey-type book, instead of trying to describe every possible method out there, the authors have concentrated on a few selected techniques, that are not only good (modern, fast, easy to implement, etc.), but also have some pedagogical merits and can serve as a gentle introduction to the world of ray tracing and digital image synthesis. Despite focusing on selected areas, the authors managed to squeeze here in an amazing amount of material. Among other topics, this book covers: subdivision surfaces, ray-primitive intersection acceleration techniques (3D DDA and kd-tree), color and radiometry, anti-aliasing, tone mapping, physically based reflection models, texture mapping (including texture anti-aliasing using ray differentials), area lights and HDR Image Based Lighting, volume scattering and much more.
A large part of the book has been devoted to the light transport and Monte Carlo techniques. One can find there an introduction to the theory of Monte Carlo estimation (including selected methods for reducing variance and computation time, like Russian roulette, multiple importance sampling or stratified sampling) and explanation of important light transport equations (rendering and transfer equations).
Finally the authors have described (and implemented) several solutions for the rendering equation: Whitted-style recursive ray tracing, direct illumination estimation, path tracing, irradiance caching and photon mapping.
However, it is not only the vastness of the material covered in this book, that causes this volume should be praised so highly. Perhaps, the style, in which this book has been written, is even more impressive. For each of the topics, the authors start with what is usually known as "dry math and theory", and then show how it is supposed to work as an algorithm (including its dirty details) and finally they explain how to turn this algorithm into C++ code. Each of those transitions concentrates on a small portion of the problem, so it is still easy to understand. Anyone, who had to turn a SIGGRAPH paper into something that works, will immediately recognize what kind of gem this book is - it actually shows how to do it!
This brilliant blend of theory and practice is one of its brightest spots, for learning the theory and math formulas is one thing, but writing a working, robust implementation is completely another.
Those, who prefer studying sources, will get source code of a very good, physically based, extensible ray tracer (called pbrt) with the best documentation one could ever imagine. Documentation that gives the rationale for almost every line of code. It shows not only how they did it, but also why they did it that way.
It is not the only book, that one will ever need - computer graphics is a vast topic - too big to be covered in a single volume, even as huge as this one. However, it is certainly one of the books that everyone interested in photorealistic rendering should buy. The price of this book is really low, if you think about it as of an excellent, first-rate computer graphics course.
Aimed at students, researchers and people interested in computer graphics algorithms, it is an indispensable book for anyone willing to write his own photorealistic (not necessarily physically based!) ray tracer and learn more about computer image synthesis.Physically Based Rendering, Second Edition: From Theory To Implementation Overview

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