Physically Based Rendering: From Theory to Implementation (Hardcover)
暫譯: 基於物理的渲染:從理論到實作 (精裝版)
Matt Pharr, Greg Humphreys
- 出版商: Morgan Kaufmann
- 出版日期: 2004-08-18
- 定價: $2,600
- 售價: 3.8 折 $999
- 語言: 英文
- 頁數: 1056
- 裝訂: Hardcover
- ISBN: 012553180X
- ISBN-13: 9780125531801
-
相關分類:
GPU
-
其他版本:
Physically Based Rendering : From Theory To Implementation, 2/e (Hardcover)
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商品描述
Description
"Computer graphics, and rendering in particular, is full of beautiful theory. The theory covers physical concepts, such as light fields and the interaction of light with different materials, and mathematical concepts, such as integral equations and Monte Carlo integration. The great thing about computers is that they allow us to build rendering systems based on the best theory. This book turns the theory of image-making into a practical method for creating images." —from the foreword by Pat Hanrahan, Canon USA Professor, Stanford University
From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems—there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.
Table of Contents
Foreword by Pat Hanrahan, Stanford University
Prefaceindicates advanced topics
CHAPTER 01. INTRODUCTION
1.1 Literate Programming
1.1.1 Indexing and Cross-Referencing
1.2 Photorealistic Rendering and the Ray-Tracing Algorithm
1.2.1 Cameras
1.2.2 Ray-Object Intersections
1.2.3 Light Distribution
1.2.4 Visibility
1.2.5 Surface Scattering
1.2.6 Recursive Ray Tracing
1.2.7 Ray Propagation
1.3 pbrt: System Overview
1.3.1 Phases of Execution
1.3.2 Scene Representation
1.3.3 Main Rendering Loop
1.3.4 SceneMethods
1.3.5 An Integrator forWhitted-Style Ray Tracing
1.4 How to Proceed through This Book
1.4.1 The Exercises
1.5 Using and Understanding the Code
1.5.1 Pointer or Reference?
1.5.2 Code Optimization
1.5.3 The BookWeb site
1.5.4 Bugs
Further Reading
ExerciseCHAPTER 02. GEOMETRY AND TRANSFORMATIONS
2.1 Coordinate Systems
2.1.1 Coordinate System Handedness
2.2 Vectors
2.2.1 Arithmetic
2.2.2 Scaling
2.2.3 Dot and Cross Product
2.2.4 Normalization
2.2.5 Coordinate System from a Vector
2.3 Points
2.4 Normals
2.5 Rays
2.5.1 Ray Differentials
2.6 Three-Dimensional Bounding Boxes
2.7 Transformations
2.7.1 Homogeneous Coordinates
2.7.2 Basic Operations
2.7.3 Translations
2.7.4 Scaling
2.7.5 x, y, and z Axis Rotations
2.7.6 Rotation around an Arbitrary Axis
2.7.7 The Look-At Transformation
2.8 Applying Transformations
2.8.1 Points
2.8.2 Vectors
2.8.3 Normals
2.8.4 Rays
2.8.5 Bounding Boxes
2.8.6 Composition of Transformations
2.8.7 Transformations and Coordinate System Handedness
2.9 Differential Geometry
Further Reading
ExercisesCHAPTER 03. SHAPES
3.1 Basic Shape Interface
3.1.1 Bounding
3.1.2 Refinement
3.1.3 Intersection
3.1.4 Avoiding Incorrect Self-Intersections
3.1.5 Shading Geometry
3.1.6 Surface Area
3.1.7 Sidedness
3.2 Spheres
3.2.1 Construction
3.2.2 Bounding
3.2.3 Intersection
3.2.4 Partial Spheres
3.2.5 Partial Derivatives of Normal Vectors
3.2.6 DifferentialGeometry Initialization
3.2.7 Surface Area
3.3 Cylinders
3.3.1 Construction
3.3.2 Bounding
3.3.3 Intersection
3.3.4 Partial Cylinders
3.3.5 Surface Area
3.4 Disks
3.4.1 Construction
3.4.2 Bounding
3.4.3 Intersection
3.4.4 Surface Area
3.5 Other Quadrics
3.5.1 Cones
3.5.2 Paraboloids
3.5.3 Hyperboloids
3.6 Triangles and Meshes
3.6.1 Triangle
3.6.2 Triangle Intersection
3.6.3 Surface Area
3.6.4 Shading Geometry
3.7 Subdivision Surfaces
3.7.1 Mesh Representation
3.7.2 Bounds
3.7.3 Subdivison
Further Reading
ExercisesCHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
4.1 Primitive Interface and Geometric Primitives
4.1.1 Geometric Primitives
4.1.2 Object Instancing
4.2 Aggregates
4.2.1 Ray-Box Intersections
4.3 Grid Accelerator
4.3.1 Creation
4.3.2 Traversal
4.4 Kd-Tree Accelerator
4.4.1 Tree Representation
4.4.2 Tree Construction
4.4.3 Traversal
Further Reading
ExercisesCHAPTER 05. COLOR AND RADIOMETRY
5.1 Spectral Representation
5.1.1 Spectrum Class
5.1.2 XYZ Color
5.2 Basic Radiometry
5.2.1 Basic Quantities
5.2.2 Incident and Exitant Radiance Functions
5.3 Working with Radiometric Integrals
5.3.1 Integrals over Projected Solid Angle
5.3.2 Integrals over Spherical Coordinates
5.3.3 Integrals over Area
5.4 Surface Reflection and the BRDF
Further Reading
ExercisesCHAPTER 06. CAMERA MODELS
6.1 Camera Model
6.1.1 Camera Coordinate Spaces
6.2 Projective Camera Models
6.2.1 Orthographic Camera
6.2.2 Perspective Camera
6.2.3 Depth of Field
6.3 Environment Camera
Further Reading
ExercisesCHAPTER 07. SAMPLING AND RECONSTRUCTION
7.1 Sampling Theory
7.1.1 The Frequency Domain and the Fourier Transform
7.1.2 Ideal Sampling and Reconstruction
7.1.3 Aliasing
7.1.4 Antialiasing Techniques
7.1.5 Application to Image Synthesis
7.1.6 Sources of Aliasing in Rendering
7.1.7 Understanding Pixels
7.2 Image Sampling Interface
7.2.1 Sample Representation and Allocation
7.3 Stratified Sampling
7.4 Low-Discrepancy Sampling
7.4.1 Definition of Discrepancy
7.4.2 Constructing Low-Discrepancy Sequences
7.4.3 (0,2)-Sequences
7.4.4 The Low-Discrepancy Sampler
7.5 Best-Candidate Sampling Patterns
7.5.1 Generating the Best-Candidate Pattern
7.5.2 Using the Best-Candidate Pattern
7.6 Image Reconstruction
7.6.1 Filter Functions
Further Reading
ExercisesCHAPTER 08. FILM AND THE IMAGING PIPELINE
8.1 Film Interface
8.2 Image Film
8.2.1 Image Output
8.3 Image Pipeline
8.4 Perceptual Issues and Tone Mapping
8.4.1 Luminance and Photometry
8.4.2 Bloom
8.4.3 ToneMapping Interface
8.4.4 Maximum toWhite
8.4.5 Contrast-Based Scale Factor
8.4.6 Varying Adaptation Luminance
8.4.7 Spatially Varying Nonlinear Scale
8.5 Final Imaging Pipeline Stages
Further Reading
ExercisesCHAPTER 09. REFLECTION MODELS
9.1 Basic Interface
9.1.1 Reflectance
9.1.2 BRDF>BTDF Adapter
9.2 Specular Reflection and Transmission
9.2.1 Fresnel Reflectance
9.2.2 Specular Reflection
9.2.3 Specular Transmission
9.3 Lambertian Reflection
9.4 Microfacet Models
9.4.1 Oren-Nayar Diffuse Reflection
9.4.2 Torrance-Sparrow Model
9.4.3 Blinn Microfacet Distribution
9.4.4 Anisotropic Microfacet Model
9.5 Lafortune Model
9.6 Fresnel Incidence Effects
Further Reading
ExercisesCHAPTER 10. MATERIALS
10.1 BSDFs
10.1.1 BSDF Memory Management
10.2 Material Interface and Implementations
10.2.1 Matte
10.2.2 Plastic
10.2.3 Additional Materials
10.3 Bump Mapping
Further Reading
ExercisesCHAPTER 11. TEXTURE
11.1 Sampling and Antialiasing
11.1.1 Finding the Texture Sampling Rate
11.1.2 Filtering Texture Functions
11.1.3 Ray Differentials for Specular Reflection and Transmission
11.2 Texture Coordinate Generation
11.2.1 2D (u, v) Mapping
11.2.2 Spherical Mapping
11.2.3 Cylindrical Mapping
11.2.4 Planar Mapping
11.2.5 3DMapping
11.3 Texture Interface and Basic Textures
11.3.1 Constant Texture
11.3.2 Scale Texture
11.3.3 Mix Textures
11.3.4 Bilinear Interpolation
11.4 Image Texture
11.4.1 Texture Caching
11.4.2 MIPMaps
11.4.3 Isotropic Triangle Filter
11.4.4 EllipticallyWeighted Average
11.5 Solid and Procedural Texturing
11.5.1 UV Texture
11.5.2 Checkerboard
11.5.3 Solid Checkerboard
11.6 Noise
11.6.1 Perlin Noise
11.6.2 Random Polka Dots
11.6.3 Noise Idioms and Spectral Synthesis
11.6.4 Bumpy andWrinkled Textures
11.6.5 WindyWaves
11.6.6 Marble
Further Reading
Exercises
CHAPTER 12. VOLUME SCATTERING
12.1 Volume Scattering Processes
12.1.1 Absorption
12.1.2 Emission
12.1.3 Out-Scattering and Extinction
12.1.4 In-scattering
12.2 Phase Functions
12.3 Volume Interface and Homogeneous Media
12.3.1 Homogeneous Volumes
12.4 Varying-Density Volumes
12.4.1 3D Grids
12.4.2 Exponential Density
12.5 Volume Aggregates
Further Reading
ExercisesCHAPTER 13. LIGHT SOURCES
13.1 Light Interface
13.1.1 Visibility Testing
13.2 Point Lights
13.2.1 Spotlights
13.2.2 Texture Projection Lights
13.2.3 Goniophotometric Diagram Lights
13.3 Distant Lights
13.4 Area Lights
13.5 Infinite Area Lights
Further Reading
ExercisesCHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS
14.1 Background and Probability Review
14.1.1 Continuous Random Variables
14.1.2 Expected Values and Variance
14.2 The Monte Carlo Estimator
14.3 Sampling Random Variables
14.3.1 The InversionMethod
14.3.2 Example: Power Distribution
14.3.3 Example: Exponential Distribution
14.3.4 Example: Piecewise-Constant 1D Functions
14.3.5 The RejectionMethod
14.3.6 Example: Rejection Sampling a Unit Circle
14.4 Transforming between Distributions
14.4.1 Transformation in Multiple Dimensions
14.4.2 Example: Polar Coordinates
14.4.3 Example: Spherical Coordinates
14.5 2D Sampling with Multidimensional Transformations
14.5.1 Example: Uniformly Sampling a Hemisphere
14.5.2 Example: Sampling a Unit Disk
14.5.3 Example: Cosine-Weighted Hemisphere Sampling
14.5.4 Example: Sampling a Triangle
Further Reading
ExercisesCHAPTER 15. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY
15.1 Russian Roulette and Splitting
15.1.1 Splitting
15.2 Careful Sample Placement
15.2.1 Stratified Sampling
15.2.2 Quasi Monte Carlo
15.2.3 Warping Samples and Distortion
15.3 Bias
15.4 Importance Sampling
15.4.1 Multiple Importance Sampling
15.5 Sampling Reflection Functions
15.5.1 Sampling the Blinn Microfacet Distribution
15.5.2 Sampling the Anisotropic Microfacet Model
15.5.3 Sampling FresnelBlend
15.5.4 Specular Reflection and Transmission
15.5.5 Application: Estimating Reflectance
15.5.6 Sampling BSDFs
15.6 Sampling Light Sources
15.6.1 Basic Interface
15.6.2 Lights with Singularities
15.6.3 Area Lights
15.6.4 ShapeSet Sampling
15.6.5 Infinite Area Lights
15.7 Volume Scattering
15.7.1 Sampling Phase Functions
15.7.2 Computing Optical Thickness
Further Reading
ExercisesCHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION
16.1 Direct Lighting
16.1.1 Estimating the Direct Lighting Integral
16.2 The Light Transport Equation
16.2.1 Basic Derivation
16.2.2 Analytic Solutions to the LTE
16.2.3 The Surface Form of the LTE
16.2.4 Integral over Paths
16.2.5 Delta Distributions in the Integrand
16.2.6 Partitioning the Integrand
16.2.7 TheMeasurement Equation and Importance
16.3 Path Tracing
16.3.1 Overview
16.3.2 Path Sampling
16.3.3 Incremental Path Construction
16.3.4 Implementation
16.3.5 Bidirectional Path Tracing
16.4 Irradiance Caching
16.5 Particle Tracing and Photon Mapping
16.5.1 Theoretical Basis for Particle Tracing
16.5.2 Photon Integrator
16.5.3 Building the Photon Maps
16.5.4 Using the Photon Map
16.5.5 Photon Interpolation and Density Estimation
Further Reading
Exercises
CHAPTER 17. LIGHT TRANSPORT II: VOLUME RENDERING
17.1 The Equation of Transfer
17.2 Volume Integrator Interface
17.3 Emission-Only Integrator
17.4 Single Scattering Integrator
Further Reading
ExercisesCHAPTER 18. SUMMARY AND CONCLUSION
18.1 Design Retrospective
18.1.1 Abstraction versus Efficiency
18.1.2 Design Alternatives: Triangles Only
18.1.3 Design Alternatives: Streaming Computation
18.2 Major Projects
18.2.1 Parallel Rendering
18.2.2 Increased Scene Complexity
18.2.3 Subsurface Scattering
18.2.4 Precomputation for Interactive Rendering
18.3 ConclusionAPPENDIXES
A UTILITIES
B SCENE DESCRIPTION INTERFACE
C INPUT FILE FORMAT
D INDEX OF FRAGMENTS
E INDEX OF CLASSES AND THEIR MEMBERS
F INDEX OF IDENTIFIERSREFERENCES
INDEX
ABOUT THE CD-ROM
COLOPHON
商品描述(中文翻譯)
描述
「計算機圖形學,特別是渲染,充滿了美麗的理論。這些理論涵蓋了物理概念,例如光場和光與不同材料的相互作用,以及數學概念,例如積分方程和蒙地卡羅積分。計算機的偉大之處在於它們使我們能夠基於最佳理論構建渲染系統。本書將圖像生成的理論轉化為創建圖像的實用方法。」—摘自帕特·漢拉漢(Pat Hanrahan),美國佳能教授,斯坦福大學的前言
從電影到視頻遊戲,計算機渲染的圖像在今天無處不在。《基於物理的渲染》介紹了光線追蹤算法的光線真實渲染的概念和理論,並提供了一個複雜渲染器的源代碼。通過將渲染算法的討論與其實現相結合,馬特·法爾(Matt Pharr)和格雷格·漢弗瑞斯(Greg Humphreys)能夠揭示這些算法的許多細節和微妙之處。但本書更進一步;它還描述了構建實際系統所涉及的設計策略——寫一個好的渲染器不僅僅是將一組快速算法串在一起。例如,高品質抗鋸齒技術必須從一開始就考慮,因為它們對整個系統有影響。本書中描述的渲染系統本身具有高度可讀性,採用一種稱為文學編程(literate programming)的風格,將描述系統的文本與實現它的代碼混合在一起。文學編程為處理這種規模的程序提供了溫和的入門。這種文本與代碼的清晰配對提供了理解、設計和構建物理真實渲染系統的最完整和深入的書籍。
目錄
前言 由帕特·漢拉漢,斯坦福大學
前言
表示進階主題
第一章:介紹
1.1 文學編程
1.1.1 索引和交叉引用
1.2 光線真實渲染與光線追蹤算法
1.2.1 相機
1.2.2 光線-物體交點
1.2.3 光分佈
1.2.4 可見性
1.2.5 表面散射
1.2.6 遞歸光線追蹤
1.2.7 光線傳播
1.3 pbrt:系統概述
1.3.1 執行階段
1.3.2 場景表示
1.3.3 主要渲染循環
1.3.4 SceneMethods
1.3.5 一個用於Whitted風格光線追蹤的積分器
1.4 如何進行本書的學習
1.4.1 練習
1.5 使用和理解代碼
1.5.1 指針或引用?
1.5.2 代碼優化
1.5.3 本書網站
1.5.4 錯誤
進一步閱讀
練習
第二章:幾何與變換
2.1 坐標系
2.1.1 坐標系的手性
2.2 向量
2.2.1 算術
2.2.2 縮放
2.2.3 點積和叉積
2.2.4 正規化
2.2.5 從向量獲得的坐標系
2.3 點
2.4 法線
2.5 光線
2.5.1 光線微分
2.6 三維邊界框
2.7 變換
2.7.1 體坐標
2.7.2 基本操作
2.7.3 平移
2.7.4 縮放
2.7.5 x、y 和 z 軸旋轉
2.7.6 繞任意軸旋轉
2.7.7 觀察變換
2.8 應用變換
2.8.1 點
2.8.2 向量
2.8.3 法線
2.8.4 光線
2.8.5 邊界框
2.8.6 變換的組合
2.8.7 變換與坐標系的手性
2.9 微分幾何
進一步閱讀
練習
第三章:形狀
3.1 基本形狀介面
3.1.1 邊界
3.1.2 精煉
3.1.3 交集
3.1.4 避免錯誤的自交
3.1.5 陰影幾何
3.1.6 表面面積
3.1.7 邊界性
3.2 球體
3.2.1 構造
3.2.2 邊界
3.2.3 交集
3.2.4 部分球體
3.2.5 法向量的偏導數
3.2.6 微分幾何初始化
3.2.7 表面面積
3.3 圓柱體
3.3.1 構造
3.3.2 邊界
3.3.3 交集
3.3.4 部分圓柱
3.3.5 表面面積
3.4 磁碟
3.4.1 構造
3.4.2 邊界
3.4.3 交集
3.4.4 表面面積
3.5 其他二次曲面
3.5.1 圓錐
3.5.2 拋物面
3.5.3 雙曲面
3.6 三角形與網格
3.6.1 三角形
3.6.2 三角形交集
3.6.3 表面面積
3.6.4 陰影幾何
3.7 細分曲面
3.7.1 網格表示
3.7.2 邊界
3.7.3 細分
進一步閱讀
練習
第四章:原始物件與交集加速
4.1 原始介面與幾何原始
4.1.1 幾何原始
4.1.2 物件實例化
4.2 聚合物
4.2.1 光線-邊界交集
4.3 網格加速器
4.3.1 創建
4.3.2 遍歷
4.4 Kd-樹加速器
4.4.1 樹的表示
4.4.2 樹的構建
4.4.3 遍歷
進一步閱讀
練習
第五章:顏色與輻射度學
5.1 光譜表示
5.1.1 光譜類
5.1.2 XYZ 顏色
5.2 基本輻射度學
5.2.1 基本量
5.2.2 入射與出射輻射函數
5.3 使用輻射積分
5.3.1 投影固體角的積分
5.3.2 球坐標的積分
5.3.3 面積的積分
5.4 表面反射與 BRDF
進一步閱讀
練習
第六章:相機模型
6.1 相機模型
6.1.1 相機坐標空間
6.2 投影相機模型
6.2.1 正交相機
6.2.2 透視相機
6.2.3 景深
6.3 環境相機
進一步閱讀
練習
第七章:取樣與重建
7.1 取樣理論
7.1.1 頻域與傅立葉變換
7.1.2 理想取樣與重建
7.1.3 切比雪夫現象
7.1.4 抗鋸齒技術
7.1.5 應用於圖像合成
7.1.6 渲染中的切比雪夫來源
7.1.7 理解像素
7.2 圖像取樣介面
7.2.1 取樣表示與分配
7.3 分層取樣
7.4 低差異取樣
7.4.1 差異的定義
7.4.2 構建低差異序列
7.4.3 (0,2)-序列
7.4.4 低差異取樣器
7.5 最佳候選取樣模式
7.5.1 生成最佳候選模式
7.5.2 使用最佳候選模式
7.6 圖像重建
7.6.1 濾波函數
進一步閱讀
練習
第八章:膠卷與成像管道
8.1 膠卷介面
8.2 圖像膠卷
8.2.1 圖像輸出
8.3 圖像管道
8.4 知覺問題與色調映射
8.4.1 亮度與光度學
8.4.2 繁星
8.4.3 色調映射介面
8.4.4 最大到白色
8.4.5 基於對比度的縮放因子
8.4.6 變化的適應亮度
8.4.7 空間變化的非線性縮放
8.5 最終成像管道階段
進一步閱讀
練習
第九章:反射模型
9.1 基本介面
9.1.1 反射率
9.1.2 BRDF>BTDF 轉接器
9.2 鏡面反射與透射
9.2.1 弗涅爾反射
9.2.2 鏡面反射
9.2.3 鏡面透射
9.3 藍伯特反射
9.4 微面模型
9.4.1 Oren-Nayar 擴散反射
9.4.2 Torrance-Sparrow 模型
9.4.3 Blinn 微面分佈
9.4.4 各向異性微面模型
9.5 Lafortune 模型
9.6 弗涅爾入射效應
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第十章:材料
10.1 BSDFs
10.1.1 BSDF 記憶體管理
10.2 材料介面與實現
10.2.1 哑光
10.2.2 塑料
10.2.3 其他材料
10.3 凹凸貼圖
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第十一章:紋理
11.1 取樣與抗鋸齒
11.1.1 找到紋理取樣率
11.1.2 濾波紋理函數
11.1.3 鏡面反射與透射的光線微分
11.2 紋理坐標生成
11.2.1 2D (u, v) 映射
11.2.2 球面映射
11.2.3 圓柱映射
11.2.4 平面映射
11.2.5 3D 映射
11.3 紋理介面與基本紋理
11.3.1 常數紋理
11.3.2 縮放紋理
11.3.3 混合紋理
11.3.4 雙線性插值
11.4 圖像紋理
11.4.1 紋理快取
11.4.2 MIPMaps
11.4.3 各向同性三角形濾波器
11.4.4 橢圓加權平均
11.5 實體與程序紋理
11.5.1 UV 紋理
11.5.2 棋盤格
11.5.3 實體棋盤格
11.6 噪聲
11.6.1 Perlin 噪聲
11.6.2 隨機圓點
11.6.3 噪聲慣用語與光譜合成
11.6.4 凹凸與皺紋紋理
11.6.5 風浪
11.6.6 大理石
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第十二章:體積散射
12.1 體積散射過程
12.1.1 吸收
12.1.2 發射
12.1.3 外散射與消光
12.1.4 內散射
12.2 相位函數
12.3 體積介面與均勻介質
12.3.1 均勻體積
12.4 變密度體積
12.4.1 3D 網格
12.4.2 指數密度
12.5 體積聚合物
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第十三章:光源
13.1 光介面
13.1.1 可見性測試
13.2 點光源
13.2.1 聚光燈
13.2.2 紋理投影燈
13.2.3 光度圖燈
13.3 遠光源
13.4 面光源
13.5 無限面光源
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第十四章:蒙地卡羅積分 I:基本概念
14.1 背景與概率回顧
14.1.1 連續隨機變數
14.1.2 期望值與方差
14.2 蒙地卡羅估計器
14.3 取樣隨機變數
14.3.1 反演法
14.3.2 例子:功率分佈
14.3.3 例子:指數分佈
14.3.4 例子: