
- 1,200 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
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 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 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
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Information
1.1 LITERATE PROGRAMMING












1.1.1 INDEXING AND CROSS-REFERENCING




Table of contents
- Cover image
- Title page
- Table of Contents
- Endorsement
- Copyright
- Dedication
- About the Authors
- Preface
- Chapter 1: Introduction
- Chapter 2: Geometry and Transformations
- Chapter 3: Shapes
- Chapter 4: Primitives and Intersection Acceleration
- Chapter 5: Color and Radiometry
- Chapter 6: Camera Models
- Chapter 7: Sampling and Reconstruction
- Chapter 8: Reflection Models
- Chapter 9: 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
- Utilities
- Scene Description Interface
- Index of Fragments
- Index of Classes and their Members
- Index of Miscellaneous Identifiers
- References
- Index
- Colophon