Rendering
with Radiance
The Art and Science of Lighting Visualization
By Greg Ward Larson and Rob A. Shakespeare,
with contributions from Peter Apian-Bennewitz,
Charles Ehrlich, John Mardaljevic, and Erich Phillips
Copyright © 1998 by Morgan Kaufmann
Publishers
Currently available through
Amazon.com
(ISBN 0-9745381-0-8 replaces the now out-of-print first edition ISBN 1-55860-499-5)
This page contains a detailed table of contents with supplemental
material for Rendering with Radiance by G. W. Larson and R. A.
Shakespeare.
Clicking on any of the chapter headings below will jump to a more
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Contents (short)
How to Use this Book (preface.pdf)
(ERRATA)
PART I - TUTORIALS
CHAPTER 1 - Introduction
CHAPTER 2 - Scene
One Tutorial
CHAPTER 3 - Scene
Two Tutorial
CHAPTER 4 - Radiance
Scripting Techniques
PART II - APPLICATIONS
CHAPTER 5 - Lighting
Analysis by Charles Ehrlich
CHAPTER 6 - Daylight
Simulation by John Mardaljevic
CHAPTER 7 - Roadway
Lighting by Erich Phillips
CHAPTER 8 - Dramatic
Lighting by Rob Shakespeare
CHAPTER 9 - Animation
by Peter Apian-Bennewitz
PART III - CALCULATION METHODS
CHAPTER 10
- Deterministic and Stochastic Ray Tracing
CHAPTER 11
- Direct Calculation
CHAPTER 12
- Indirect Calculation
CHAPTER 13
- Secondary Light Sources
CHAPTER 14
- Single-Scatter Participating Media (Mist)
CHAPTER 15
- Parallel Rendering Computations
PART IV - REFERENCE MATERIALS (electronic only)
CHAPTER 16
- Radiance
Reference Manual
CHAPTER 17
- Radiance Man Pages
CHAPTER 18 - Radiance
File Formats
CHAPTER 19
- Behavior of Materials in Radiance
CHAPTER 20
- Radiance Source Tree
Bibliography
Glossary
Contents (long)
PART I - TUTORIALS
CHAPTER 1 - 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
Back to top
CHAPTER 2 - Scene 1 Tutorial
-
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
Back to top
CHAPTER 3 - Scene 2 Tutorial
-
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
-
Gensurf (man page)
-
Genworm and Genrev (man pages)
-
Hermite Curves
-
Anatomy of a Procedural Function
-
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
Back to top
CHAPTER 4 - 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
Back to top
PART II - APPLICATIONS
CHAPTER 5 - 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
Back to top
CHAPTER 6 - 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
-
A Note about the Rad Program (man page)
-
The Simple Space Lit by a Sunny Sky
-
The Mkillum Approach (man page)
-
Visualizing a Highly Detailed Atrium Scene (color figure)
-
Ambient Calculation Parameter Values
-
Batch Rendering
-
Summary
-
Conclusion
Back to top
CHAPTER 7 - Roadway Lighting by
Erich Phillips
-
Roadways and Lighting
-
Building a Road
-
Roadway Lighting Metrics
-
Veiling Luminance
Back to top
CHAPTER 8 - 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
Back to top
CHAPTER 9 - 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
Back to top
PART III - CALCULATION METHODS
CHAPTER 10 - Deterministic and Stochastic Ray Tracing
-
Ray Tracing
-
Deterministic versus Stochastic (Plate 10, Plate
11)
-
The Radiance Equation (Plate
12, Plate 13)
Back to top
CHAPTER 11 - Direct Calculation
-
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
Back to top
CHAPTER 12 - Indirect Calculation
-
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
Back to top
CHAPTER 13 - Secondary Light Sources
-
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
Back to top
CHAPTER 14 - 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
Back to top
CHAPTER 15 - 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
Back to top
PART IV - REFERENCE MATERIALS (electronic only)
CHAPTER 16 - Radiance
Reference Manual (refman.pdf)
-
Introduction
-
Scene
Description
-
Primitive Types
-
Surfaces
-
Materials
-
Textures
-
Patterns
-
Mixtures
-
Auxiliary Files
-
Function Files
-
Data Files
-
Font Files
-
Generators
-
Image
Generation
-
License
-
Acknowledgements
-
References
-
Types
Index
Back to top
CHAPTER 17 - Radiance Man Pages (manpages.pdf)
Back to top
CHAPTER 18 - Radiance File Formats
(filefmts.pdf)
Scene Description Format (.rad suffix)
Basic File Structure
Scene Hierarchy
Radiance Programs
Radiance C Library
Function File Format (.cal suffix)
Language Features
Standard Definitions (Library)
Radiance Programs
Radiance C Library
Data File Format (.dat suffix)
Radiance Programs
Radiance C Library
Font File Format (.fnt suffix)
Radiance Programs
Radiance C Library
Octree Format (.oct suffix)
Basic File Structure
Radiance Programs
Radiance C Library
Picture File Format (.pic suffix)
Basic File Structure
Radiance Programs
Radiance C Library
Z-buffer Format (.zbf suffix)
Radiance Programs
Ambient File Format (.amb suffix)
Radiance Programs
Radiance C Library
Conclusion
Back to top
CHAPTER 19 - 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
Back to top
CHAPTER 20 - Radiance Source Tree
(srctree.pdf)
Scene Format Translators
Generators and Scene Manipulators
Scene Compilers
Rendering Programs
Picture Filters and Translators
Utility Programs
Conclusion
Back to top