Physically Based Rendering, 3rd Edition

From Theory To Implementation

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

9780128006450

1200

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. Covers topics 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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Hardcover

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USD 93.46
USD 109.95
 
 

Key Features

  • Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, ray-tracing hair and curves, and micro faceted reflection models
  • Provides the source code for complete rendering systems 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 works as an engineer for Neoptica, a San Francisco start-up, where he works on interactive graphics. Previously, he was a member of the technical staff at NVIDIA and was a co-founder of Exluna, where he developed off-line rendering software and investigated applications of graphics hardware to high-quality rendering. He holds a BS degree from Yale University and a PhD from the Stanford Graphics Laboratory under the supervision of Pat Hanrahan, where he researched both theoretical and systems issues related to rendering and has written a series of SIGGRAPH papers on these topics.

Affiliations and Expertise

Lead graphics architect in the Advanced Rendering Technology group at Intel

Greg Humphreys

Greg Humphreys is an assistant professor of Computer Science at the University of Virginia, where his research focuses on interactive visualization of very large datasets. Greg has a B.S. degree from Princeton University and a Ph.D. in Computer Science from Stanford University under the supervision of Pat Hanrahan. His doctoral dissertation "A Stream Processing Approach to Interactive Graphics on Clusters of Workstations" showed that it was possible to build scalable interactive graphics systems using only commodity components. His cluster rendering software called "Chromium" is in widespread use in research and industry labs around the world.

Affiliations and Expertise

Assistant Professor of Computer Science, University of Virginia and Senior Scientist at Aggregate Knowledge, Inc.

Wenzel Jakob

Affiliations and Expertise

Interactive Geometry Lab, Zurich

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 I: Basic Concepts

Chapter 14. Monte Carlo Integration II: Improving Efficiency

Chapter 15. Light Transport I: Surface Reflection

Chapter 16. Light Transport II: Volume Rendering

Chapter 17: Retrospective and the Future

 
 
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