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{\Huge\bfseries 前言}\vspace{30pt}\\ | ||
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\chapter{前言}\label{chap:前言} | ||
\setcounter{page}{1} | ||
渲染是计算机图形学的基础组成部分。 | ||
最抽象地说,渲染是把三维场景描述转换为图像的过程。 | ||
动画算法、几何建模、材质贴图和计算机图形学其他领域 | ||
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因为计算机生成的图像经常必须和真实世界的镜头无缝结合。 | ||
娱乐应用中所有图像都是合成的, | ||
逼真感是让观察者忘记所见场景并不实际存在的有效手段。 | ||
最后,逼真感为衡量渲染系统输出质量提供了定义合理的指标。\\ | ||
最后,逼真感为衡量渲染系统输出质量提供了定义合理的指标。 | ||
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\noindent{\LARGE\bfseries 读者} | ||
\section*{读者}\label{sec:读者} | ||
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本书主要面向三类读者。 | ||
第一类是学习计算机图形学课程的研究生或高年级本科生。 | ||
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pbrt涵盖了大量高级或艰深算法的实现和技术, | ||
例如细分曲面、蒙特卡罗采样算法、双向路径追踪、Metropolis采样和次表面散射; | ||
经验丰富的渲染从业者应该会很感兴趣。 | ||
我们希望能激发这些读者去钻研一个完整而典型的渲染系统的兴趣。\\ | ||
我们希望能激发这些读者去钻研一个完整而典型的渲染系统的兴趣。 | ||
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\noindent{\LARGE\bfseries 概述和目标} | ||
\section*{概述和目标}\label{sec:概述和目标} | ||
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pbrt基于{\itshape 光线追踪}算法。 | ||
光线追踪是一项优雅的技术,起源于镜片制造。 | ||
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我们也会发布勘误、修复bug、新增渲染场景和补充材料。 | ||
遇到网站尚未列出的pbrt中的任何bug或行文错误 | ||
均发送到邮箱\href{mailto:[email protected]}{\url{[email protected]}}。 | ||
我们非常重视您的反馈\sidenote{译者注:我也欢迎您的反馈!详见扉页更新网址。}!\\ | ||
我们非常重视您的反馈\sidenote{译者注:我也欢迎您的反馈!详见扉页更新网址。}! | ||
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\noindent{\LARGE\bfseries 第一版和第二版的区别} | ||
\section*{第一版和第二版的区别}\label{sec:第一版和第二版的区别} | ||
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{\itshape 详见英文原版}\\ | ||
{\itshape 详见英文原版} | ||
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\noindent{\LARGE\bfseries 第二版和第三版的区别} | ||
\section*{第二版和第三版的区别}\label{sec:第二版和第三版的区别} | ||
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{\itshape 详见英文原版}\\ | ||
{\itshape 详见英文原版} | ||
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\noindent{\LARGE\bfseries 致谢} | ||
\section*{致谢}\label{sec:致谢} | ||
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{\itshape 详见英文原版}\\ | ||
{\itshape 详见英文原版} | ||
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\noindent{\LARGE\bfseries 出版} | ||
\section*{出版}\label{sec:出版} | ||
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{\itshape 详见英文原版}\\ | ||
{\itshape 详见英文原版} | ||
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\noindent{\LARGE\bfseries 场景和模型} | ||
\section*{场景和模型}\label{sec:场景和模型} | ||
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{\itshape 详见英文原版}\\ | ||
{\itshape 详见英文原版} | ||
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\noindent{\LARGE\bfseries 关于封面} | ||
\section*{关于封面}\label{sec:关于封面} | ||
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{\itshape 详见英文原版}\\ | ||
{\itshape 详见英文原版} | ||
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\noindent{\LARGE\bfseries 扩展阅读} | ||
\section*{扩展阅读}\label{sec:扩展阅读0} | ||
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\citet{10.1093/comjnl/27.2.97}的论文《\emph{Literate Programming}》 | ||
描述了文学编程背后的主要思想以及他的{\ttfamily web}编程环境\sidenote{译者注:一种计算机编程语言系统。}。 | ||
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