»
Physically Based Rendering
 
 

Physically Based Rendering, 2nd Edition

From Theory To Implementation

 
Physically Based Rendering, 2nd Edition,Matt Pharr,Greg Humphreys,ISBN9780123750792
 
 
 

  &      

Morgan Kaufmann

9780123750792

1200

235 X 191

An updated and expanded edition of the definitive rendering reference!

Print Book

Hardcover

In Stock

Estimated Delivery Time
USD 103.00
 
 

Key Features

  • The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences
  • 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: 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, Second 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.

This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.

The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowlege shared in this book.The Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."

Readership

Professionals working in computer graphics, game development, simulation, and scientific visualization.

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.

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

 

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

"Intended for graduate or advanced undergraduate students in a computer graphics course, this large volume provides a comprehensive examination of complex rendering algorithms and demonstrates, through detailed examination of source code and example projects, the practical development and application of cutting edge image creation and processing software. This second edition is updated to reflect current technologies and contains updated information on relevant recent hardware improvements such as advanced multi-core processors as well as an increased focus on production graphics techniques. The text includes numerous illustrations, code examples, and formulas as well as recommendations for further reading and chapter exercises. Pharr is a principle engineer for Intel and Humphreys is an engineer for NVIDIA and a former professor of computer science at the University of Virginia."--SciTech Book News

"Pharr and Humphreys’ textbook is beautifully typeset, thoroughly indexed, unendingly cross-referenced, extensively illustrated, and printed in full color. Given its unconventional preparation style, this textbook stands out because of its descriptions of the tradeoffs involved in developing a complete working renderer. Although somewhat verbose at times, the discussions of design tradeoffs and performance considerations are an excellent complement to the more traditional coverage of the theory behind photorealistic rendering. C++ idioms sometimes get in the way of more elegant solutions, but their use is always reasonably justified. If you are just looking for a general introduction to image synthesis and rendering, standard graphics textbooks [2] might fit the bill; however, if you intend to develop your own renderer or try out new ideas, this textbook provides an excellent starting point."--Computing Reviews.com

 
 
Discount on all Earth,Environment and Energy Titles | Use Promo Code EARTH
Shop with Confidence

Free Shipping around the world
▪ Broad range of products
▪ 30 days return policy
FAQ