{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,5]],"date-time":"2024-09-05T00:43:33Z","timestamp":1725497013754},"edition-number":"1","reference-count":23,"publisher":"Wiley","isbn-type":[{"type":"print","value":"9780471383932"},{"type":"electronic","value":"9780470050118"}],"license":[{"start":{"date-parts":[[2009,3,16]],"date-time":"2009-03-16T00:00:00Z","timestamp":1237161600000},"content-version":"tdm","delay-in-days":0,"URL":"http:\/\/doi.wiley.com\/10.1002\/tdm_license_1.1"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"abstract":"<jats:title>Abstract<\/jats:title><jats:p>In the real world, light sources emit photons that normally travel in straight lines until they interact with a surface or volume. When a photon encounters a surface, it may either be absorbed, reflected, or transmitted. Some of these photons may hit the retina of an observer where they are converted into a signal that is then processed by the brain, thus forming an image. Similarly, photons may be caught by the sensor of a camera. In either case, the image is a 2\u2010D representation of the environment.<\/jats:p><jats:p>The formation of an image as a result of photons interacting with a 3\u2010D environment may be simulated on the computer. The environment is then replaced by a 3\u2010D geometric model and the interaction of light with this model is simulated with one of a large number of algorithms. This simulation of light behavior is called rendering.<\/jats:p>","DOI":"10.1002\/9780470050118.ecse529","type":"other","created":{"date-parts":[[2007,12,6]],"date-time":"2007-12-06T17:49:24Z","timestamp":1196963364000},"page":"2412-2418","source":"Crossref","is-referenced-by-count":0,"title":["Rendering"],"prefix":"10.1002","author":[{"given":"Erik","family":"Reinhard","sequence":"first","affiliation":[]},{"given":"Erum","family":"Khan","sequence":"additional","affiliation":[]},{"given":"Ahmet O\u011fuz","family":"Aky\u00fcz","sequence":"additional","affiliation":[]}],"member":"311","published-online":{"date-parts":[[2009,3,16]]},"reference":[{"key":"e_1_2_12_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/218380.218440"},{"key":"e_1_2_12_3_1","first-page":"74","volume-title":"SIGGRAPH '88","author":"Cohen M.F.","year":"1988"},{"key":"e_1_2_12_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/237170.237196"},{"volume-title":"SIGGRAPH '04: ACM SIGGRAPH 2004 Course Notes","year":"2004","author":"Debevec P.","key":"e_1_2_12_5_1"},{"key":"e_1_2_12_6_1","doi-asserted-by":"crossref","DOI":"10.1201\/9781439864319","volume-title":"Fundamentals of Computer Graphics","author":"Shirley P.","year":"2005"},{"volume-title":"Physically Based Rendering","year":"2004","author":"Pharr M.","key":"e_1_2_12_7_1"},{"volume-title":"Principles of Digital Image Synthesis","year":"1995","author":"Glassner A. S.","key":"e_1_2_12_8_1"},{"volume-title":"Computer Graphics, Principles and Practice","year":"1990","author":"Foley J.","key":"e_1_2_12_9_1"},{"volume-title":"Advanced Animation and Rendering Techniques, Theory and Practice","year":"1992","author":"Watt A.","key":"e_1_2_12_10_1"},{"volume-title":"An Introduction to Ray Tracing","year":"1989","author":"Glassner A. S.","key":"e_1_2_12_11_1"},{"volume-title":"Rendering with Radiance","year":"1998","author":"Ward Larson G.","key":"e_1_2_12_12_1"},{"key":"e_1_2_12_13_1","doi-asserted-by":"crossref","DOI":"10.1201\/9781439864449","volume-title":"Realistic Ray Tracing","author":"Shirley P.","year":"2003"},{"volume-title":"Ray Tracing from the Ground Up","year":"2007","author":"Suffern K.","key":"e_1_2_12_14_1"},{"volume-title":"Advanced Global Illumination","year":"2003","author":"Dutr\u00e9 P.","key":"e_1_2_12_15_1"},{"volume-title":"Radiosity and Realistic Image Synthesis","year":"1993","author":"Cohen M. F.","key":"e_1_2_12_16_1"},{"volume-title":"Radiosity and Global Illumination","year":"1994","author":"Sillion F. X.","key":"e_1_2_12_17_1"},{"volume-title":"Radiosity: A Programmer's Perspective","year":"1994","author":"Ashdown I.","key":"e_1_2_12_18_1"},{"key":"e_1_2_12_19_1","doi-asserted-by":"publisher","DOI":"10.1201\/b10685"},{"volume-title":"Computer Graphics with OpenGL","year":"2004","author":"Hearn D.","key":"e_1_2_12_20_1"},{"volume-title":"High Dynamic Range Imaging: Acquisition, Display and Image\u2010Based Lighting","year":"2005","author":"Reinhard E.","key":"e_1_2_12_21_1"},{"volume-title":"Real\u2010time Rendering","year":"2002","author":"Akenine\u2010M\u00f6ller T.","key":"e_1_2_12_22_1"},{"key":"e_1_2_12_23_1","doi-asserted-by":"crossref","DOI":"10.1201\/b10622","volume-title":"Practical Parallel Rendering","author":"Chalmers A.","year":"2002"},{"key":"e_1_2_12_24_1","unstructured":"A. J. F.Kok Ray Tracing and Radiosity Algorithms for Photorealistic Image Synthesis PhD thesis Delft University of Technology The Netherlands. Delft University Press ISBN 90\u20106275\u2010981\u20105."}],"container-title":["Wiley Encyclopedia of Computer Science and Engineering"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/onlinelibrary.wiley.com\/doi\/pdf\/10.1002\/9780470050118.ecse529","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,2,20]],"date-time":"2024-02-20T03:32:59Z","timestamp":1708399979000},"score":1,"resource":{"primary":{"URL":"https:\/\/onlinelibrary.wiley.com\/doi\/10.1002\/9780470050118.ecse529"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2009,3,16]]},"ISBN":["9780471383932","9780470050118"],"references-count":23,"alternative-id":["10.1002\/9780470050118.ecse529","10.1002\/9780470050118"],"URL":"https:\/\/doi.org\/10.1002\/9780470050118.ecse529","archive":["Portico"],"relation":{},"subject":[],"published":{"date-parts":[[2009,3,16]]}}}