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

From Theory To Implementation

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Imprint: Morgan Kaufmann

ISBN: 9780123750792

Pages: 1200

Dimensions: 235 X 191

An updated and expanded edition of the definitive rendering reference!

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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.

    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

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    Physically Based Rendering