
eBook - ePub
Physically Based Rendering
From Theory to Implementation
- 1,266 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
About this book
Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine 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, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering.
- Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering
- Provides the source code for a complete rendering system allowing readers to get up and running fast
- Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described
- Serves as an essential resource on physically-based rendering
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Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access Physically Based Rendering by Matt Pharr,Wenzel Jakob,Greg Humphreys in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Graphics. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- Cover image
- Title page
- Table of Contents
- Copyright
- Dedication
- About the Authors
- Preface
- 01: Introduction
- 02: Geometry and Transformations
- 03: Shapes
- 04: Primitives and Intersection Acceleration
- 05: Color and Radiometry
- 06: Camera Models
- 07: Sampling and Reconstruction
- 08: Reflection Models
- 09: Materials
- 10: Texture
- 11: Volume Scattering
- 12: Light Sources
- 13: Monte Carlo Integration
- 14: Light Transport I: Surface Reflection
- 15: Light Transport II: Volume Rendering
- *16: Light Transport III: Bidirectional Methods
- 17: Retrospective and the Future
- A: Utilities
- B: Scene Description Interface
- C: Index of Fragments
- D: Index of Classes and their Members
- E: Index of Miscellaneous Identifiers
- References
- Subject Index
- Physically Based Rendering