
Physically Based Rendering
From Theory to Implementation
Morgan Kaufmann (Publisher)
Published on 28. September 2004
Book
Hardback
1056 pages
978-0-12-553180-1 (ISBN)
Article exhausted; check for reprint
Description
Rendering is a crucial component of computer graphics- the conversion of a description of a 3D scene into an image for display. Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of rendering process for the results to be visible in an image. Focusing on realistic images, physically based rendering incorporates ideas from a range of disciplines, including physics, biology, psychology, cognitive science, and mathematics. This book presents the algorithms of modern photorealistic rendering and follows step by step the creation of a complete rendering system. As each new rendering concept is introduced it is also shown implemented in code-there is no better way to understand the subtle and complex process of rendering. The code itself is highly readable, written in the literate programming style that mixes text describing the system with the code that implements it. The result is a stunning achievement in graphics education for students, professionals, and researchers.
Reviews / Votes
"I think this book is great. It's state-of-the-art, and covers the area from soup to nuts and with more depth than any other book I know." --Eric Haines, Autodesk Inc.More details
Language
English
Place of publication
San Francisco
United States
Publishing group
Elsevier Science & Technology
Target group
Professional and scholarly
Academic and industry professionals in computer graphics and computer gaming.
Dimensions
Height: 254 mm
Width: 203 mm
Weight
2572 gr
ISBN-13
978-0-12-553180-1 (9780125531801)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
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11/2016
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Morgan Kaufmann
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2nd Edition
Morgan Kaufmann
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Additional editions

E-Book
09/2004
Morgan Kaufmann
€73.95
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Book
07/2004
Morgan Kaufmann
€77.98
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Persons
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.
Author
Software Engineer, Google
Director of Engineering, FanDuel
Foreword
Stanford University, California, U.S.A.
Content
Geometry and transformations; Primitives & intersection acceleration; Camera models; Sampling and reconstruction; Film and the imaging pipeline; Reflection models; Materials; Texture; Volume scattering; Light sources; Monte Carlo Integration I & II: Improving efficiency; Light Transport I & II: Volume rendering; Summary and conclusion; Appendices, Index