shirley@iuvax.cs.indiana.edu (peter shirley) (11/24/90)
Archive-name: physical-lighting-thesis/21-Nov-90 Original-posting-by: shirley@iuvax.cs.indiana.edu (peter shirley) Original-subject: Shirley's Thesis: anon ftp Archive-site: cica.cica.indiana.edu [129.79.20.22] Archive-directory: /pub/Thesis/Shirley Reposted-by: emv@ox.com (Edward Vielmetti) I have put a postscript copy of my thesis "Physically Based Lighting Calculations for Computer Graphics" on anon ftp on cica.cica.indiana.edu (129.79.20.22). I have broken the thing into several files and compressed them. Each file, when uncompressed, should be a stand-alone postscript file. The whole thing is about 180 pages long, so please don't kill any trees if you don't really want it! WARNING: The thesis files have many postscript figures in it. It is a real printer hog. Please be thoughtful about printing and storing the thing. Also, don't hit the ftp during business hours, unless you can't avoid it. I have also put several 24 bit ppm image files in compressed form. Don't forget to set ftp in "binary" mode. If you want this thesis and cannot get/print these files, please don't ask me for alternate formats until after Dec. 15th. Thanks. It will also be available as a U of Illinois tr (I don't know when). The directory is pub/Thesis/Shirley. Pete Shirley Indiana U shirley@cs.indiana.edu "I didn't say it was good, just long!" "Let the buyer beware" Thesis files: ch1ch2.ps.Z (125K) Title page, etc. Chapter 1 Introduction Chapter 2 Basic Optics ch3ch4.ps.Z (105K) Chapter 3 Global Illumination Problem Formulation Chapter 4 Surface Reflection Models ch5a.ps.Z (221K) ch5b.ps.Z (247K) Chapter 5 Image Space Solution Methods ch6a.ps.Z (261K) ch6b.ps.Z (250K) Chapter 6 Zonal Solution Methods ch7ch8ch9.ps.Z (123K) Chapter 7 Extensions to Basic Methods Chapter 8 Implementation Chapter 9 Conclusion app.ps.Z (44K) Appendices bib.ps.Z (30K) Bibliography Picture files (ppm format, Makefile, seeppm.c viewing on SGI Iris.) (these are not gamma corrected! If they appear dark on your screen, they need it. Look in Roy Hall's book for more info on gamma.) bump.ppm.Z (1.3M) 1024 by 768 camera effects, bump map, indirect lighting. gal.ppm.Z (1.2M) 1024 by 768 solid textures, indirect lighting dense.ppm.Z (.2M) 512 by 384 dense media(8 volume zones for indirect light) sparce.ppm.Z (1.2M) 1024 by 768 sparce " " " turb.ppm.Z (.3M) 512 by 384 uneven " " " " lamp.ppm.Z (.8M) 1024 by 768 diffuse transmission, indirect lighting wine.ppm.Z (1.1M) 1024 by 768 fresnel reflection, bw ray tracing