Physically Based Rendering

Physically Based Rendering
From Theory To Implementation
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Artikel-Nr:
9780123750792
Veröffentl:
2010
Seiten:
1200
Autor:
Matt Pharr
Gewicht:
2476 g
Format:
235x191x46 mm
Sprache:
Englisch
Beschreibung:

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.
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.

The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowlege shared in this book.The Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."

The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences
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: visit 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
Rendering is a crucial part of computer graphicsit is the conversion of a description of a 3D scene into a photorealistic image for display. From movies to video games, computer-rendered images are pervasive today. 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 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.
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

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