Physically Based Rendering

Physically Based Rendering
Author: Matt Pharr,Greg Humphreys
Publsiher: Morgan Kaufmann
Total Pages: 1167
Release: 2010-07-12
ISBN 10: 0123750792
ISBN 13: 9780123750792
Language: EN, FR, DE, ES & NL

Physically Based Rendering Book Review:

This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.

Physically Based Rendering

Physically Based Rendering
Author: Matt Pharr,Greg Humphreys
Publsiher: Elsevier
Total Pages: 1056
Release: 2004-09-28
ISBN 10: 0080538967
ISBN 13: 9780080538969
Language: EN, FR, DE, ES & NL

Physically Based Rendering Book Review:

Rendering is a crucial component of computer graphics— the conversion of a description of a 3D scene into an image for display. Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of rendering process for the results to be visible in an image. Focusing on realistic images, physically based rendering incorporates ideas from a range of disciplines, including physics, biology, psychology, cognitive science, and mathematics. This book presents the algorithms of modern photorealistic rendering and follows step by step the creation of a complete rendering system. As each new rendering concept is introduced it is also shown implemented in code—there is no better way to understand the subtle and complex process of rendering. The code itself is highly readable, written in the literate programming style that mixes text describing the system with the code that implements it. The result is a stunning achievement in graphics education for students, professionals, and researchers. *CD-ROM with the source code for a complete rendering system for Windows, OS X, & Linux—with many examples of images created by the system throughout the 4 color text *The code and text are tightly woven together through the technique of literate programming with a unique indexing feature that lists all locations of functions, variables, and methods on the page they are first described *The most complete guide to understanding, designing, and building a rendering system

Physically Based Rendering

Physically Based Rendering
Author: Matt Pharr,Greg Humphreys
Publsiher: Morgan Kaufmann
Total Pages: 1200
Release: 2004-09-28
ISBN 10: 0123785804
ISBN 13: 9780123785800
Language: EN, FR, DE, ES & NL

Physically Based Rendering Book Review:

Physically Based Rendering, Second Edition, describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery. This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming. The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux: visit www.pbrt.org Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described

Beginning PBR Texturing

Beginning PBR Texturing
Author: Abhishek Kumar
Publsiher: Apress
Total Pages: 263
Release: 2020-05-20
ISBN 10: 1484258991
ISBN 13: 9781484258996
Language: EN, FR, DE, ES & NL

Beginning PBR Texturing Book Review:

Delve into the concepts of physically based rendering (PBR) using Allegorithmic’s Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. What You Will Learn Know the fundamentals of PBR-based texturing from the ground upCreate production-ready textured models from scratchIntegrate PBR textures with standard 3D modeling and rendering applicationsCreate portfolio-ready renders using offline renderers Who This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology

Real Time 3D Graphics with WebGL 2

Real Time 3D Graphics with WebGL 2
Author: Farhad Ghayour,Diego Cantor
Publsiher: Packt Publishing Ltd
Total Pages: 500
Release: 2018-10-31
ISBN 10: 1788837878
ISBN 13: 9781788837873
Language: EN, FR, DE, ES & NL

Real Time 3D Graphics with WebGL 2 Book Review:

A comprehensive guide with 80+ examples on 3D programming in WebGL 2, covering computer graphics topics such as rendering, 3D math, camera, and more Key Features Create visually stunning, high-performance 3D applications for the web with WebGL 2 A complete course on 3D computer graphics: rendering, 3D math, lighting, cameras, and more Unlock a variety of new and advanced features offered in WebGL 2 Book Description As highly interactive applications have become an increasingly important part of the user experience, WebGL is a unique and cutting-edge technology that brings hardware-accelerated 3D graphics to the web. Packed with 80+ examples, this book guides readers through the landscape of real-time computer graphics using WebGL 2. Each chapter covers foundational concepts in 3D graphics programming with various implementations. Topics are always associated with exercises for a hands-on approach to learning. This book presents a clear roadmap to learning real-time 3D computer graphics with WebGL 2. Each chapter starts with a summary of the learning goals for the chapter, followed by a detailed description of each topic. The book offers example-rich, up-to-date introductions to a wide range of essential 3D computer graphics topics, including rendering, colors, textures, transformations, framebuffers, lights, surfaces, blending, geometry construction, advanced techniques, and more. With each chapter, you will "level up" your 3D graphics programming skills. This book will become your trustworthy companion in developing highly interactive 3D web applications with WebGL and JavaScript. What you will learn Understand the rendering pipeline provided in WebGL Build and render 3D objects with WebGL Develop lights using shaders, 3D math, and the physics of light reflection Create a camera and use it to navigate a 3D scene Use texturing, lighting, and shading techniques to render realistic 3D scenes Implement object selection and interaction in a 3D scene Cover advanced techniques for creating immersive and compelling scenes Learn new and advanced features offered in WebGL 2 Who this book is for This book is intended for developers who are interested in building highly interactive 3D applications for the web. A basic understanding of JavaScript is necessary; no prior computer graphics or WebGL knowledge is required.

3D Graphics Rendering Cookbook

3D Graphics Rendering Cookbook
Author: Sergey Kosarevsky,Viktor Latypov
Publsiher: Packt Publishing Ltd
Total Pages: 670
Release: 2021-08-25
ISBN 10: 1838985301
ISBN 13: 9781838985301
Language: EN, FR, DE, ES & NL

3D Graphics Rendering Cookbook Book Review:

Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key Features Learn to integrate modern rendering techniques into a single performant 3D rendering engine Leverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methods Implement a physically based rendering pipeline from scratch in Vulkan and OpenGL Book Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learn Improve the performance of legacy OpenGL applications Manage a substantial amount of content in real-time 3D rendering engines Discover how to debug and profile graphics applications Understand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGL Integrate various rendering techniques into a single application Find out how to develop Vulkan applications Implement a physically based rendering pipeline from scratch Integrate a physics library with your rendering engine Who this book is for This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.

Real Time Rendering Fourth Edition

Real Time Rendering  Fourth Edition
Author: Tomas Akenine-Mo ̈ller,Eric Haines,Naty Hoffman
Publsiher: CRC Press
Total Pages: 1198
Release: 2018-08-06
ISBN 10: 1351816152
ISBN 13: 9781351816151
Language: EN, FR, DE, ES & NL

Real Time Rendering Fourth Edition Book Review:

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and o

Photorealistic Rendering in Computer Graphics

Photorealistic Rendering in Computer Graphics
Author: Pere Brunet,Frederik W. Jansen
Publsiher: Springer Science & Business Media
Total Pages: 282
Release: 2012-12-06
ISBN 10: 3642579639
ISBN 13: 9783642579639
Language: EN, FR, DE, ES & NL

Photorealistic Rendering in Computer Graphics Book Review:

Photorealistic rendering strives to generate images from computer modeled scenes with an image quality as close to real life as possible. A major issue in rendering is simulation of local and global light reflection in a scene. Both ray tracing and radiosity algorithms capture only some of the possible light reflection phenomena. Recently developed two-pass algorithms combine the ray tracing and radiosity approaches and are able to capture the whole range of light reflection. This book is a collection of papers discussing the latest developments, including a new range of improvements, in stochastic sampling strategies, radiosity form factor calculation, and parallel processing for ray tracing and radiosity. A number of papers on rendering applications in interior design, lighting design, and remote sensing conclude the volume. The contributions are revised versions of papers originally presented at the Second Eurographics Workshop on Rendering, held in Barcelona, Spain, in May 1991. The book fully reflects the state of the art in rendering and presentsa wide variety of novel techniques. It will interest researchers and students in computer graphics, as well as designers who want to apply rendering techniques for realistic simulation in lighting design, interior design, and architecture.

Real Time Rendering

Real Time Rendering
Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publsiher: A K Peters, Ltd.
Total Pages: 1045
Release: 2008-07-25
ISBN 10: 1439865299
ISBN 13: 9781439865293
Language: EN, FR, DE, ES & NL

Real Time Rendering Book Review:

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

Ray Tracing Gems

Ray Tracing Gems
Author: Eric Haines,Tomas Akenine-Möller
Publsiher: Apress
Total Pages: 607
Release: 2019-02-25
ISBN 10: 1484244273
ISBN 13: 9781484244272
Language: EN, FR, DE, ES & NL

Ray Tracing Gems Book Review:

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Unreal Engine 4 Shaders and Effects Cookbook

Unreal Engine 4 Shaders and Effects Cookbook
Author: Brais Brenlla Ramos,John P. Doran
Publsiher: Packt Publishing Ltd
Total Pages: 524
Release: 2019-05-27
ISBN 10: 1789533368
ISBN 13: 9781789533361
Language: EN, FR, DE, ES & NL

Unreal Engine 4 Shaders and Effects Cookbook Book Review:

Build optimized, efficient, and real-time applications that are production-ready using Unreal Engine's Material Editor Key Features Create stunning visual effects for 3D games and high-quality graphics Design efficient Shaders for mobile platforms without sacrificing their realism Discover what goes into the structure of Shaders and why lighting works the way it does Book Description Unreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry. With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it. All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how! What you will learn Master Unreal Engine's rendering pipeline for developing real-time graphics Use physically based rendering (PBR) for building materials and lighting solutions Build optimized materials for games targeting multiple platforms Understand Unreal Engine's node and functions for creating desirable effects Design and build production-ready shaders Explore Unreal Engine's Material Editor for building complex materials and textures Who this book is for This book is for developers who want to create their first Shaders in Unreal Engine 4 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unreal is required to get the most from this book.

Physically Based Shader Development for Unity 2017

Physically Based Shader Development for Unity 2017
Author: Claudia Doppioslash
Publsiher: Apress
Total Pages: 232
Release: 2017-12-06
ISBN 10: 1484233093
ISBN 13: 9781484233092
Language: EN, FR, DE, ES & NL

Physically Based Shader Development for Unity 2017 Book Review:

Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab. Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimizing your code by developing approximations, which achieve similar end results, but are computationally cheaper. By the end of your journey you’ll be able to develop the look of your game or Unity-rendered animated short so that it looks both unique and impressively realistic, thanks to your own custom lighting system. What You Will Learn Master shader programming Gain all you need to know about physically based shading Take almost full control of the shader subsystem Discover what you can achieve with that control Implement a custom physically based lighting system and examine the logic behind every choice Who This Book Is For Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.

An Introduction to Ray Tracing

An Introduction to Ray Tracing
Author: Andrew S. Glassner
Publsiher: Elsevier
Total Pages: 368
Release: 1989-06-01
ISBN 10: 0080499058
ISBN 13: 9780080499055
Language: EN, FR, DE, ES & NL

An Introduction to Ray Tracing Book Review:

The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics. An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. Provides practical "how-to" information Contains high quality color plates of images created using ray tracing techniques Progresses from a basic understanding to the advanced science and application of ray tracing

GPU Pro 360 Guide to Rendering

GPU Pro 360 Guide to Rendering
Author: Wolfgang Engel
Publsiher: CRC Press
Total Pages: 566
Release: 2018-04-27
ISBN 10: 1351261517
ISBN 13: 9781351261517
Language: EN, FR, DE, ES & NL

GPU Pro 360 Guide to Rendering Book Review:

Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Principles of Digital Image Synthesis

Principles of Digital Image Synthesis
Author: Andrew S. Glassner
Publsiher: Elsevier
Total Pages: 1600
Release: 2014-06-28
ISBN 10: 0080514758
ISBN 13: 9780080514758
Language: EN, FR, DE, ES & NL

Principles of Digital Image Synthesis Book Review:

Image synthesis, or rendering, is a field of transformation: it changes geometry and physics into meaningful images. Because the most popular algorithms frequently change, it is increasingly important for researchers and implementors to have a basic understanding of the principles of image synthesis. Focusing on theory, Andrew Glassner provides a comprehensive explanation of the three core fields of study that come together to form digital image synthesis: the human visual system, digital signal processing, and the interaction of matter and light. Assuming no more than a basic background in calculus, Glassner transforms his passion and expertise into a thorough presentation of each of these disciplines, and their elegant orchestration into modern rendering techniques such as radiosity and ray tracing.

Physically Based Real Time Auralization of Interactive Virtual Environments

Physically Based Real Time Auralization of Interactive Virtual Environments
Author: Dirk Schröder
Publsiher: Logos Verlag Berlin GmbH
Total Pages: 225
Release: 2011
ISBN 10: 3832530312
ISBN 13: 9783832530310
Language: EN, FR, DE, ES & NL

Physically Based Real Time Auralization of Interactive Virtual Environments Book Review:

Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments

Metal by Tutorials Second Edition Beginning Game Engine Development with Metal

Metal by Tutorials  Second Edition   Beginning Game Engine Development with Metal
Author: Caroline Begbie,Marius Horga,Raywenderlich Tutorial Team
Publsiher: Razeware LLC
Total Pages: 736
Release: 2019-12-02
ISBN 10: 9781942878988
ISBN 13: 1942878982
Language: EN, FR, DE, ES & NL

Metal by Tutorials Second Edition Beginning Game Engine Development with Metal Book Review:

Build your own low-level game engine in Metal! This book introduces you to graphics programming in Metal - Apple's framework for programming on the GPU. You'll build your own game engine in Metal where you can create 3D scenes and build your own 3D games. Who This Book Is For This book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work. Topics Covered in Metal by Tutorials The Rendering Pipeline: Take a deep dive through the graphics pipeline. 3D Models: Import 3D models with Model I/O and discover what makes up a 3D model. Coordinate Spaces: Learn the math behind 3D rendering. Lighting: Make your models look more realistic with simple lighting techniques. Textures & Materials: Design textures and surfaces for micro detail. Character Animation: Bring your 3D models to life with joints and animation. Tessellation: Discover how to use tessellation to add a greater level of detail using fewer resources. Environment: Add a sky to your scenes and use the sky image for lighting. Instancing & Procedural Generation: Save resources with instancing, and generate scenes algorithmically. Multipass & Deferred Rendering: Add shadows with advanced lighting effects. And more! After reading this book, you'll be prepared to take full advantage of graphics rendering with the Metal framework.

Ray Tracing from the Ground Up

Ray Tracing from the Ground Up
Author: Kevin Suffern
Publsiher: CRC Press
Total Pages: 784
Release: 2016-04-19
ISBN 10: 1439864349
ISBN 13: 9781439864340
Language: EN, FR, DE, ES & NL

Ray Tracing from the Ground Up Book Review:

With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid o

Computer Graphics

Computer Graphics
Author: James D. Foley,Foley Dan Van,Andries Van Dam,Steven K. Feiner,John F. Hughes,J. Hughes
Publsiher: Addison-Wesley Professional
Total Pages: 1175
Release: 1996
ISBN 10: 9780201848403
ISBN 13: 0201848406
Language: EN, FR, DE, ES & NL

Computer Graphics Book Review:

A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.

Image Based Rendering

Image Based Rendering
Author: Heung-Yeung Shum,Shing-Chow Chan,Sing Bing Kang
Publsiher: Springer Science & Business Media
Total Pages: 408
Release: 2008-05-26
ISBN 10: 0387326685
ISBN 13: 9780387326689
Language: EN, FR, DE, ES & NL

Image Based Rendering Book Review:

Focusing exclusively on Image-Based Rendering (IBR) this book examines the theory, practice, and applications associated with image-based rendering and modeling. Topics covered vary from IBR basic concepts and representations on the theory side to signal processing and data compression on the practical side. One of the only titles devoted exclusively to IBR this book is intended for researchers, professionals, and general readers interested in the topics of computer graphics, computer vision, image process, and video processing. With this book advanced-level students in EECS studying related disciplines will be able to seriously expand their knowledge about image-based rendering.