Physically Based Rendering, 3rd Edition

From Theory to Implementation

 
Physically Based Rendering, 3rd Edition,Matt Pharr,Wenzel Jakob,Greg Humphreys,ISBN9780128006450
 
 
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Morgan Kaufmann

9780128006450

9780128007099

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235 X 191

This comprehensive, updated, and expanded edition of the bestselling flagship book on physically-based rendering systems provides a complete guide to both concepts and code, including ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more

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Key Features

  • Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering
  • Provides the source code for a complete rendering system allowing readers to get up and running fast
  • Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described
  • Serves as an essential resource on physically-based rendering

Description

Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine 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, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering.

Readership

Primary: R&D professionals in computer graphics, digital design, and visualization, and visual effects.

Secondary: Advanced undergraduates and graduate students in rendering/computer graphics courses.

Matt Pharr

Matt Pharr is a Software Engineer at Google. He previously co-founded Neoptica, which was acquired by Intel, and co-founded Exluna, which was acquired by NVIDIA. He has a B.S. degree from Yale and a Ph.D. from the Stanford Graphics Lab, where he worked under the supervision of Pat Hanrahan.

Affiliations and Expertise

Software Engineer, Google

Wenzel Jakob

Wenzel Jakob is an assistant professor at EPFL's School of Computer and Communication Sciences. His research interests revolve around material appearance modeling, rendering algorithms, and the high-dimensional geometry of light paths. Wenzel obtained his Ph.D. at Cornell University under the supervision of Steve Marschner, after which he joined ETH Zürich for postdoctoral studies under the supervision of Olga Sorkine Hornung. Wenzel is also the lead developer of the Mitsuba renderer, a research-oriented rendering system.

Affiliations and Expertise

Assistant professor, EPFL'S School of Computer and Communiation Sciences

Greg Humphreys

Greg Humphreys is Director of Engineering at FanDuel, having previously worked on the Chrome graphics team at Google and the OptiX GPU raytracing engine at NVIDIA. Before that, he was a professor of Computer Science at the University of Virginia, where he conducted research in both high performance and physically based computer graphics, as well as computer architecture and visualization. Greg has a B.S.E. degree from Princeton, and a Ph.D. in Computer Science from Stanford under the supervision of Pat Hanrahan. When he's not tracing rays, Greg can usually be found playing tournament bridge.

Affiliations and Expertise

Director of Engineering, FanDuel

Physically Based Rendering, 3rd Edition

Chapter 1. Introduction

Chapter 2. Geometry and Transformations

Chapter 3. Shapes

Chapter 4. Primitives and Intersection Acceleration

Chapter 5. Color and Radiometry

Chapter 6. Camera Models

Chapter 7. Sampling Reconstruction

Chapter 8. Reflection Models

Chapter 9. Materials

Chapter 10. Texture

Chapter 11. Volume Scattering

Chapter 12. Light Sources

Chapter 13. Monte Carlo Integration

Chapter 14. Light Transport I: Surface Reflection

Chapter 15. Light Transport II: Volume Rendering

Chapter 16. Light Transport III: Bidirectional Methods

Chapter 17: Retrospective and the Future

Quotes and reviews

"Physically Based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, practical software engineering, and clever tricks that are necessary to write a state-of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details." --Per Christensen, Senior Software Developer, RenderMan Products, Pixar Animation Studios

"This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize." --Donald Knuth

 
 
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