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Physically based rendering [electronic book] : from theory to implementation / Matt Pharr, Greg Humphreys.

By: Contributor(s): Material type: TextTextSeries: Morgan Kaufmann series in interactive 3D technologyPublication details: San Francisco, Calif. : Morgan Kaufmann ; Oxford : Elsevier Science [distributor], 2010.Edition: 2nd edDescription: p. cmISBN:
  • 0123750792
  • 9780123750792
Subject(s): Genre/Form: Additional physical formats: No titleOnline resources:
Contents:
Geometry and transformations -- Shapes -- Primitives and intersection acceleration -- Color and radiometry -- Camera models -- Sampling and reconstruction -- Reflection models -- Materials -- Texture -- Volume scattering -- Light sources -- Monte Carlo integration I : basic concepts -- Monte Carlo integration II: improving efficiency -- Light transport I: Surface reflection -- Light transport II: volume rendering -- Light transport III: Precomputed light transport -- Retrospective and the future.
Summary: 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. 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.
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Enhanced descriptions from Syndetics:

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.

Previous ed.: 2004.

Includes bibliographical references and index.

Geometry and transformations -- Shapes -- Primitives and intersection acceleration -- Color and radiometry -- Camera models -- Sampling and reconstruction -- Reflection models -- Materials -- Texture -- Volume scattering -- Light sources -- Monte Carlo integration I : basic concepts -- Monte Carlo integration II: improving efficiency -- Light transport I: Surface reflection -- Light transport II: volume rendering -- Light transport III: Precomputed light transport -- Retrospective and the future.

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. 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.

Electronic reproduction. Amsterdam : Elsevier Science & Technology, 2010. Mode of access: World Wide Web. System requirements: Web browser. Title from title screen (viewed on July 13, 2010). Access may be restricted to users at subscribing institutions.

Table of contents provided by Syndetics

  • Chapter 01 Introduction
  • Chapter 02 Geometry and Transformations
  • Chapter 03 Shapes
  • Chapter 04 Primitives and Intersection Acceleration
  • Chapter 05 Color and Radiometry
  • Chapter 06 Camera Models
  • Chapter 07 Sampling and Reconstruction
  • Chapter 08 Reflection Models
  • Chapter 09 Materials
  • Chapter 10 Texture
  • Chapter 11 Volume Scattering
  • Chapter 12 Light Sources
  • Chapter 13 Monte Carlo Integration I: Basic Concepts
  • Chapter 14 Monte Carlo Integration II: Improving Efficiency
  • Chapter 15 Light Transport I: Surface Reflection
  • Chapter 16 Light Transport II: Volume Rendering
  • Chapter 17 Light Transport III: Precomputed Light Transport
  • Chapter 18 Retrospective and The Future
  • Appendixes
  • A Utilities
  • B Scene Description Interface
  • C Index of Fragments
  • D Index of Classes and their Members
  • E Index of Miscellaneous Identifiers

Author notes provided by Syndetics

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.

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