Table of Contents, Tutorial Files, and Extras
How to Use this Book (preface.pdf)
(ERRATA)
PART I - TUTORIALS
PART II - APPLICATIONS
PART III - CALCULATION METHODS
PART IV - REFERENCE MATERIALS (electronic only)
Contents (long)
PART I - TUTORIALS
- Introduction (ch1.pdf)
- Photorealism and Lighting Visualization
- Requirements for Lighting Visualization
- Examples of Lighting Visualization (color plates)
- Radiance Tools and Concepts (other links)
- Scene Geometry
- Surface Materials
- Lighting Simulation and Rendering
- Image Manipulation and Analysis
- Integration
- Scene 0 Tutorial (scene0.tar.Z)
- Input of a Simple Room
- Filtering and Displaying a Picture
- Addition of a Window
- Automating the Rendering Process
- Outside Geometry
- Conclusion
- Essential Programs
- Description of Scene One
- Creating the Scene One Project Directory (scene1.tar.Z)
- Constructing Basic Objects
- Creating material1.rad
- Creating stool_1.rad
- Creating table_1.rad
- Creating vase1.rad
- Creating lamp_shade1.rad
- Creating tile_4.rad
- Creating wall_ceiling.rad
- Creating mirror_1.rad
- Creating leaf_1.rad
- Creating leaves_1.rad
- Creating flower_1.rad
- Creating baseboard_1.rad
- Assembling scene1.all
- Rendering Scene 1 (Fig. 2.19)
- Creating Basic Lighting
- Creating downlight_a1.rad and light1.rad
- Creating downlight_b1.rad
- Creating fixture1.rad
- Reevaluating Scene 1
- Rendering and Filtering the Final Scene 1 Picture (Fig. 2.21)
- Summary of the Scene 1 Exercise
- Physically Based Lighting
- Photometry Files
- Creating Photometry Files from Printed Photometric Data
- Generating the Sky and Sun
- Indirect Light
- Using rad (man page)
- Viewing Through Walls
- Adding Textures and Patterns to Materials
- Mapping a Picture onto a Polygon
- Complex Surfaces
- Building the Art Gallery
- Creating the Art Gallery illum Daylight Sources
- Creating and Aiming Tracklights in the Gallery
- Adding Recessed Linear Lighting to the Art Gallery
- Lobby Lighting
- Creating the Furniture
- Commercial Furniture Inventory
- Creating the Art
- Assembling Scene 2
- Lighting the Art
- Confirming the Lighting for Individual Art Pieces
- An Alternative Method for Organizing the Tracklighting
- Light Color and Adaptation
- Rendering the Scene in Daylight
- Rendering the Scene at Night
- Reviewing the Daylighted Pictures
- Illumination Analysis
- Scene 2 Summary
Color Images
Input files for Scene 2: scene2.tar.Z
Derived and output files for Scene 2: scene2aux.tar.Z
- Radiance Scripting Techniques
- The Radiance Functional Language (filefmts.pdf)
- 2D Plotting Utilities (man pages)
- Calc and Rcalc (man pages)
- Function-Based Generator Programs (man pages)
- Patterns and Textures (reference manual)
- Image Processing (man pages)
- Utility Programs (man pages)
- Cnt, Lam, and Total
- Histo and Tabfunc
- Rcalc (man page)
- C-Shell Programming
- Scene Animation (ranimate man page)
- Data Generation and Plotting (man pages)
- Advanced Examples
- Plane Placement Problem
- Electrochromic Glazing Animation (color figure)
- Conclusion
PART II - APPLICATIONS
- Lighting Analysis by Charles Ehrlich
- Data Collection
- Tools of the Trade (Siggraph '96 course notes)
- Use Methods Appropriate to the Task
- Estimating Average Surface Reflectance and Transmittance
- Estimating Surface Color
- Determining Your Monitor's Gamma (relevant links)
- Using a Luminance Meter to Measure Color
- What to Do When You Don't Have Material Samples
- Using Calibrated Input Devices (Macbethcal) (man page)
- Using a Spectrophotometer
- Estimating Surface Specularity
- Estimating Surface Roughness
- Measuring Surface Transmittance
- Measuring Luminous Flux
- Measuring Lamp Color Temperature
- Lamp Color Temperatures and Pfilt Options (man page)
- Luminaire Modeling
- Example Office Scene
- Using Geometry from CAD Programs (contributed translators)
- Collecting Luminaire Data
- Modeling Sources of Different Color Temperature
- Manual Entry of Candlepower Distribution Data
- Modeling Transmitting Media
- Analysis Techniques
- Visualizing Light Distribution-Using Falsecolor (man page)
- Mimicking the Human Eye (pcond man page, TVCG '97 paper)
- Conclusion
- Author's Biography
- Supplemental Information
- Daylight Simulation by John Mardaljevic
- Daylight: Monitoring, Sky Models, and Daylight Indoors
- Measuring Daylight
- Sky Models
- Daylight Indoors-the Components of Illuminance
- Evaluation Techniques and Accuracy
- The Daylight Factor Approach
- Pictures, Numbers, and Accuracy
- Color Specification
- Case Study I: Creating the Luminous Environment
- Example: Uniform Sky
- Example: CIE Overcast Sky
- Example: CIE Overcast Sky Defined by Its Horizontal Illuminance
- The Ground "Glow": An "Upside-Down" Sky
- Summary
- Case Study II: Predicting Internal Illuminances
- A Simple Space
- Computing Daylight Factor Values
- The Dayfact Script (man page)
- Case Study III: Introducing Complexity
- DF Prediction: Tricks of the Trade
- Appropriate Complexity
- Views from the DF Plane
- The Ambient Exclude/Include Options
- Case Study IV: Creating Skies with Sun
- Gensky (man page)
- Time of Day Image Sequence (animation)
- Gendaylit (gendaylit.tar.Z)
- Sky Spectral Radiance Values
- Rendering Scenes Illuminated by Sunny Skies
- Visualizing a Highly Detailed Atrium Scene (color figure)
- Ambient Calculation Parameter Values
- Batch Rendering
- Summary
- Conclusion
- Author's Biography
- Roadway Lighting by Erich Phillips
- Roadways and Lighting
- Building a Road
- Roadway Lighting Metrics
- Veiling Luminance
- Author's Biography
- Dramatic Lighting by Rob Shakespeare
- Stage Lighting Design (Fig. 8.1)
- Measuring and Modeling "Stage Lighting"
- Stage Lighting Photometry
- Color Changes Resulting from Dimming
- Color Filters
- Spectral Transmission Data
- Converting Spectral Data into Light
- Combining the Effects of Dimming and Color Filters
- A Practical Approach to Managing Dimming, Color Filters, and Photometry
- Adaptation and the Color of Light
- Organizing the Light Plot
- Shaping the Beam of Light
- Dramatic Lighting on the Skyline (Fig. 8.13, Fig. 8.15)
- Special Tool Kit
- Lines of Light
- Adding the Effects of Mist to a Scene (Fig. 8.20, animation)
- The Star Filter (pfilt man page)
- Large Data Sets (oconv man page)
- Summary
- Animation by Peter Apian-Bennewitz
- Basics
- Real Cameras
- Specifying the Camera Path
- Interpolation Methods
- Geometric Path
- Camera Velocity and Time-Dependence
- Getting the Rendering Organized
- Disk Space
- CPU Time Needed
- "Preflight Checks"
- Examples Using Ranimate (man page)
- Ranimate Tricks
- Example Using an External Queue System
- Output (example animations)
- Available Media
- Recording to Videotape
- Author's Biography
PART III - CALCULATION METHODS
- Deterministic and Stochastic Ray Tracing
- Ray Tracing
- Deterministic versus Stochastic (Plate 10, Plate 11)
- The Radiance Equation (Plate 12, Plate 13)
- Supplemental Information
- Selective Shadow Testing (EGRW '91 paper)
- Limitations
- Relation to Rendering Parameters
- Algorithm Details and Source Code
- Adaptive Source Subdivision
- Limitations
- Relation to Rendering Parameters
- Algorithm Details and Source Code
- Virtual Light Source Calculation
- Limitations
- Relation to Rendering Parameters
- Algorithm Details and Source Code
- Conclusion
- Specular Sampling (Siggraph '92 paper)
- Limitations
- Relation to Rendering Parameters
- Algorithm Details and Source Code
- Indirect Irradiance Caching (Siggraph '88 paper, EGRW '92 paper, Plate 14)
- Computing Indirect Irradiance
- Diffuse Illumination
- Limitations
- Relation to Rendering Parameters
- Algorithm Details and Source Code
- Conclusion
- The Illum Material Type
- Illum Examples
- Limitations
- Relation of Illum Type to Other Radiance Algorithms
- Algorithms and Source Code
- The Mkillum Program (man page)
- Mkillum Sampling Method
- Limitations
- Mkillum Parameters
- Algorithms and Source Code
- Conclusion
- Single-Scatter Participating Media (Mist)
- Properties of Participating Media
- The Mist Material Type
- Rendering Participating Media
- Limitations
- Relation to Rendering Parameters
- Algorithm Details and Source Code
- Conclusion
- Parallel Rendering Computations
- Goals
- Challenges
- Approach
- Indirect Value Sharing
- Multiprocessor Platforms
- User Control
- Limitations
- Rendering Parameters
- Algorithms and Source Code
- Indirect Value Sharing
- Memory Sharing
- Animation
- Large-Image Rendering (test report)
- Conclusion
PART IV - REFERENCE MATERIALS (electronic only)
- Radiance Reference Manual (refman.pdf)
- Radiance Man Pages (manpages.pdf)
- Abbreviated list of Radiance Commands
- Alphabetical list of all Radiance programs
- A Comprehensive Index of Radiance Man Pages
- Radiance File Formats (filefmts.pdf)
- Behavior of Materials in Radiance (materials.pdf)
- Definitions
- Derived Variables
- Vector Math
- Color Math
- Light Sources
- Specular Types
- Mirror
- Dielectric
- Glass
- Basic Reflection Model
- Plastic
- Metal
- Trans
- Anisotropic Types
- BRDF Types
- Radiance Source Tree (srctree.pdf)