1st edition, July 2018, 148 pages
Sung-eui Yoon, Copyright 2018
This is an on-going book that I'm writing. This covers basic rendering concepts
such as rasterization, ray tracing, and various physically-based rendering
techniques. It will also cover many advanced techniques such as interactive,
yet high-quality rendering methods.
Why am I writing this book?
Rendering is one of fundamental tools for understanding various things in
many applications. Even though it has been heavily studied, real-time
photo-realistic rendering has not been achieved yet. As a result, this topic
needs to be studied and developed further.
Rendering has been developed in a long time. It is very hard to catch up all the
major concepts. Also, new concepts and techniques have been constantly
proposed. To develop new ideas, it is very important to understand them in an
effective and efficient manner.
There are a few books that well cover the fundamental topics of rendering.
Unfortunately, those books are rather expensive and did not cover recent
topics. I'll thus make my book totally free and easily accessible at the web.
I will also discuss recent topics. Once materials of my book are mature, I'll
try to publish my book at some publisher. Nonetheless, the book will be
available freely on the web, as inspired by Planning Algorithm by Steven
Current materials are rough and can have many errors.
Please understand that these materials are in their early stages, and are not
seriously reviewed yet. At many cases, I did not even review my writing yet.
Nonetheless, I distribute these materials in a hope that they may be useful
for some persons. Let me know if you want to provide some feedback on my
writing and materials discussed here.
In order to efficiently writing this book, I will try to re-use existing
materials (e.g., figures and tables) of published papers here. I acknowledge
original sources of all those materials. If you found that some materials are
not properly acknowledged, please send me an email about this. Once materials
of this book are mature, I will take actions to get proper permission from
those original sources (e.g., ACM).
Rendering 1st edition
Part I: Rasterization
Part II: Physically based Rendering
Back matter 1st ed.
Conclusion, index, and bibliography
Aug-24, 2018, updated a few parts based on inputs of Humin Park and Prof. SungHyun Cho.
July-15, 2018, pulled out the first edition containing two parts.
Oct-31, 2017, uploaded an initial version of appearance model including microfact, RTE, and anisotropic RTE
Apr-22, 2017: uploaded 0.5 version of Part I, Texture and all the chapters of Part I.
Apr-16, 2017: uploaded 0.5 version of Part I, Illumination and Shading.
Mar-21, 2017: uploaded 0.5 version of Part I, rasterization.
Mar-20, 2017: uploaded 0.6 version of Part I, transformation.
Mar-11, 2017: uploaded 0.5 version of clipping and culling.
Mar-4, 2017: uploaded 0.5 version of interaction.
Feb-27, 2017: uploaded 0.6 version of classic rendering pipeline.
Feb-27, 2017: uploaded 0.5 version of a quick intro, which needs to be expanded a lot later.
Jan-19, 2017: uploaded 0.5 version of gradient domain rendering.
Dec-14, 2016: Upload 1st version of part I, camera setting.
Dec-4, 2016: Upload 1st version of part I, transformation.
Sep-4, 2016: Upload 2nd version of part II (and all of its sub-chapters).
Aug-22, 2016: 1st version of Importance Sampling
March ~ July, 2016: upload the first version of Part II
2010~2015: wrote some chapters and parts of the book
Spring semester 2017: The following students gave various comments
on the rasterization part: HyungSeok Kim, NamWoong Kim