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Physically Based Rendering

From Theory to Implementation
Buch | Hardcover
1266 Seiten
2016 | 3rd edition
Morgan Kaufmann Publishers In (Verlag)
978-0-12-800645-0 (ISBN)
107,20 inkl. MwSt
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.

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. 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. 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.

1. Introduction
2. Geometry and Transformations
3. Shapes
4. Primitives and Intersection Acceleration
5. Color and Radiometry
6. Camera Models
7. Sampling Reconstruction
8. Reflection Models
9. Materials
10. Texture
11. Volume Scattering
12. Light Sources
13. Monte Carlo Integration
14. Light Transport I: Surface Reflection
15. Light Transport II: Volume Rendering
16. Light Transport III: Bidirectional Methods
17: Retrospective and the Future

Erscheinungsdatum
Verlagsort San Francisco
Sprache englisch
Maße 191 x 235 mm
Gewicht 2170 g
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Mathematik / Informatik Informatik Software Entwicklung
ISBN-10 0-12-800645-5 / 0128006455
ISBN-13 978-0-12-800645-0 / 9780128006450
Zustand Neuware
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