Physically Based Rendering - Matt Pharr, Greg Humphreys

Physically Based Rendering

From Theory to Implementation
Buch | Hardcover
1200 Seiten
2010 | 2nd edition
Morgan Kaufmann Publishers In (Verlag)
978-0-12-375079-2 (ISBN)
88,50 inkl. MwSt
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Describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. This book helps you learn how to design and employ a full-featured rendering system for creating imagery.
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.

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. 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.

CHAPTER 01. INTRODUCTIONCHAPTER 02. GEOMETRY AND TRANSFORMATIONSCHAPTER 03. SHAPESCHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATIONCHAPTER 05. COLOR AND RADIOMETRYCHAPTER 06. CAMERA MODELSCHAPTER 07. SAMPLING AND RECONSTRUCTIONCHAPTER 08. REFLECTION MODELSCHAPTER 09. MATERIALSCHAPTER 10. TEXTURECHAPTER 11. VOLUME SCATTERING CHAPTER 12. LIGHT SOURCESCHAPTER 13. MONTE CARLO INTEGRATION I: BASIC CONCEPTSCHAPTER 14. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCYCHAPTER 15. LIGHT TRANSPORT I: SURFACE REFLECTIONCHAPTER 16. LIGHT TRANSPORT II: VOLUME RENDERING CHAPTER 17. LIGHT TRANSPORT III: PRECOMPUTED LIGHT TRANSPORTCHAPTER 18. RETROSPECTIVE AND THE FUTUREAPPENDIXESA UtilitiesB Scene Description InterfaceC Index of FragmentsD Index of Classes and their MembersE Index of Miscellaneous Identifiers

Verlagsort San Francisco
Sprache englisch
Maße 191 x 235 mm
Gewicht 2650 g
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
ISBN-10 0-12-375079-2 / 0123750792
ISBN-13 978-0-12-375079-2 / 9780123750792
Zustand Neuware
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