Synopses & Reviews
Rendering - the programmatic conversion of a strictly defined language or data structure into a 3D image for display - is a crucial part of computer graphics, and can be considered it technological foundation. Algorithms for animation, modeling, and texturing all must be fed through a rendering process to be visually represented onscreen.
Incorporating ideas from a wide range of disciplines, including physics, biology, psychology, and cognitive science, Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. As each new rendering concept is described, it is also exemplified in code. This method - known as 'literate programming'- combines human-readable documentation and machine-readable code into a single source that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Using the ideas and software in this book, practitioners can construct and utilize a full-featured rendering system for creating stunning imagery, and researchers have a robust and up-to-date foundation for exploring the frontiers of this exciting field.
This new edition greatly refines the pedagogical efficacy of 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, instant global illumination, as well as subsurface and multiple-scattering integrators. These updates reflect the current state-of-the-art technology, and along with its 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.
* Up-to-date revision of the BIBLE of rendering that includes new sections on parallel rendering and system design, animating transformations, multispectral rendering, realistic lens systems, and much more
* Includes a companion site complete with the source code for a complete rendering system for Windows, OS X, & Linux, including many examples of images created by the system throughout the 4 color text
* The code and text are tightly woven together through the technique of literate programming with a unique indexing feature that lists locations of each function, variable, and method on the page that they are first described
Review
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
Synopsis
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. 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.
Synopsis
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.
Synopsis
An updated and expanded edition of the definitive rendering reference!
About the Author
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.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.
Assistant Professor of Computer Science, University of Virginia and Senior Scientist at Aggregate Knowledge, Inc.
Table of Contents
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