Key Features
- New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more.
- Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Please visit, www.pbrt.org.
- Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.
Description
Physically Based Rendering, 2nd Edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method - known as 'literate programming'- combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.
Readership
Professionals working in computer graphics, game development, simulation, and scientific visualization.
Physically Based Rendering, 2nd Edition
CHAPTER 01. INTRODUCTION
1.1 Literate Programming
1.2 Photorealistic Rendering and the Ray-Tracing Algorithm
1.3 pbrt: System Overview
1.4 How to Proceed through This Book
1.5 Using and Understanding the Code
Further Reading
Exercise
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
2.1 Coordinate Systems
2.2 Vectors
2.3 Points
2.4 Normals
2.5 Rays
2.6 Three-Dimensional Bounding Boxes
2.7 Transformations
2.8 Applying Transformations
2.9 Animating Transformations
2.10 Differential Geometry
Further Reading
Exercises
CHAPTER 03. SHAPES
3.1 Basic Shape Interface
3.2 Spheres
3.3 Cylinders
3.4 Disks
3.5 Other Quadrics
3.6 Triangles and Meshes
3.7 Subdivision Surfaces
Further Reading
Exercises
CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
4.1 Primitive Interface and Geometric Primitives
4.2 Aggregates
4.3 Grid Accelerator
4.4 Bounding Volume Hierarchies
4.5 Kd-Tree Accelerator
4.6 Debugging Aggregates
Further Reading
Exercises
CHAPTER 05. COLOR AND RADIOMETRY
5.1 Spectral Representation
5.2 The SampledSpectrum Class
5.3 RGBSpectrum
5.4 Basic Radiometry
5.5 Working with Radiometric Integrals
5.6 Surface Reflection
Further Reading
Exercises
CHAPTER 06. CAMERA MODELS
6.1 Camera Model
6.2 Projective Camera Models
6.3 Environment Camera
Further Reading
Exercises
CHAPTER 07. SAMPLING AND RECONSTRUCTION
7.1 Sampling Theory
7.2 Image Sampling Interface
7.3 Stratified Sampling
7.4 Low-Discrepancy Sampling
7.5 Best-Candidate Sampling Patterns
7.6 Adaptive Sampling
7.7 Image Reconstruction
7.8 Film and the Imaging Pipeline
Further Reading
Exercises
CHAPTER 08. REFLECTION MODELS
8.1 Basic Interface
8.2 Specular Reflection and Transmission
8.3 Lambertian Reflection
8.4 Microfacet Models
8.5 Fresnel Incidence Effects
8.6 Measured BRDFs
Further Reading
Exercises
CHAPTER 09. MATERIALS
9.1 BSDFs
9.2 Material Interface and Implementations
9.3 Bump Mapping
Further Reading
Exercises
CHAPTER 10. TEXTURE
10.1 Sampling and Antialiasing
10.2 Texture Coordinate Generation
10.3 Texture Interface and Basic Textures
10.4 Image Texture
10.5 Solid and Procedural Texturing
10.6 Noise
Further Reading
Exercises
CHAPTER 11. VOLUME SCATTERING
11.1 Volume Scattering Processes
11.2 Phase Functions
11.3 Volume Interface and Homogeneous Media
11.4 Varying-Density Volumes
11.5 Volume Aggregates
11.6 The BSSRDF
Further Reading
Exercises
CHAPTER 12. LIGHT SOURCES
12.1 Light Interface
12.2 Point Lights
12.3 Distant Lights
12.4 Area Lights
12.5 Infinite Area Lights
Further Reading
Exercises
CHAPTER 13. MONTE CARLO INTEGRATION I: BASIC CONCEPTS
13.1 Background and Probability Review
13.2 The Monte Carlo Estimator
13.3 Basic Sampling of Random Variables
13.4 Metropolis Sampling
13.4 Transforming between Distributions
13.5 2D Sampling with Multidimensional Transformations
Further Reading
Exercises
CHAPTER 14. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY
14.1 Russian Roulette and Splitting
14.2 Careful Sample Placement
14.3 Bias
14.4 Importance Sampling
14.5 Sampling Reflection Functions
14.6 Sampling Light Sources
14.7 Volume Scattering
Further Reading
Exercises
CHAPTER 15. LIGHT TRANSPORT I: SURFACE REFLECTION
15.1 Direct Lighting
15.2 The Light Transport Equation
15.3 Path Tracing
15.4 Instant Global Illumination
15.5 Irradiance Caching
15.6 Particle Tracing and Photon Mapping
15.7 Metropolis Light Transport
Further Reading
Exercises
CHAPTER 16. LIGHT TRANSPORT II: VOLUME RENDERING
16.1 The Equation of Transfer
16.2 Volume Integrator Interface
16.3 Emission-Only Integrator
16.4 Single Scattering Integrator
16.5 Subsurface Scattering
Further Reading|
Exercises
CHAPTER 17. LIGHT TRANSPORT III: PRECOMPUTED LIGHT TRANSPORT
17.1 Basis Functions: Theory
17.2 Spherical Harmonics
17.3 Radiance Probes
17.4 Precomputed Diffuse Transfer
17.5 Precomputed Glossy Transfer
Further Reading
Exercises
CHAPTER 18. RETROSPECTIVE AND THE FUTURE
18.1 Design Retrospective
18.2 Throughput Processors
18.3 Conclusion
APPENDIXES
A Utilities
B Scene Description Interface
C Index of Fragments
D Index of Classes and their Members
E Index of Miscellaneous Identifiers