Physically Based Rendering - Matt Pharr, Greg Humphreys

Physically Based Rendering

From Theory to Implementation
Buch | Hardcover
1056 Seiten
2004
Morgan Kaufmann Publishers In (Verlag)
978-0-12-553180-1 (ISBN)
78,55 inkl. MwSt
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Introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. This book describes the design strategies involved with building real systems - there is much more to writing a good renderer than stringing together a set of fast algorithms.
Rendering is a crucial component of computer graphics— the conversion of a description of a 3D scene into an image for display. Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of rendering process for the results to be visible in an image. Focusing on realistic images, physically based rendering incorporates ideas from a range of disciplines, including physics, biology, psychology, cognitive science, and mathematics. This book presents the algorithms of modern photorealistic rendering and follows step by step the creation of a complete rendering system. As each new rendering concept is introduced it is also shown implemented in code—there is no better way to understand the subtle and complex process of rendering. The code itself is highly readable, written in the literate programming style that mixes text describing the system with the code that implements it. The result is a stunning achievement in graphics education for students, professionals, and researchers.

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.

Geometry and transformations; Primitives & intersection acceleration; Camera models; Sampling and reconstruction; Film and the imaging pipeline; Reflection models; Materials; Texture; Volume scattering; Light sources; Monte Carlo Integration I & II: Improving efficiency; Light Transport I & II: Volume rendering; Summary and conclusion; Appendices, Index

Erscheint lt. Verlag 28.9.2004
Reihe/Serie The Morgan Kaufmann Series in Interactive 3D Technology
Vorwort Pat Hanrahan
Verlagsort San Francisco
Sprache englisch
Maße 203 x 254 mm
Gewicht 2572 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
ISBN-10 0-12-553180-X / 012553180X
ISBN-13 978-0-12-553180-1 / 9780125531801
Zustand Neuware
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