Physically Based Rendering, fourth edition: From Theory to Implementation
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Description
A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing.Photorealistic computer graphics are ubiquitous in today’s world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field. Physically Based Rendering 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 book’s leading-edge algorithms, software, and ideas—including new material on GPU ray tracing—equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics. Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementationFourth edition features new chapter on GPU ray tracing essential for game developersThe premier reference for professionals learning about and working in the fieldWon its authors a 2014 Academy Award for Scientific and Technical Achievement Includes a companion site complete with source code
Additional information
Weight | 2.389175 kg |
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Dimensions | 5.08 × 20.955 × 26.1874 cm |
by | |
Format | Hardback |
Language | |
Pages | 1312 |
Publisher | |
Year Published | 2023-3-28 |
Imprint | |
Publication City/Country | USA |
ISBN 10 | 0262048027 |
About The Author | Matt Pharr is a Distinguished Research Scientist at NVIDIA. He previously worked at Google, co-founded Neoptica, and co-founded Exluna. Wenzel Jakob is Assistant Professor of Computer Science at the École polytechnique fédérale de Lausanne (EPFL), where he leads the Realistic Graphics Lab. Greg Humphreys is a software engineer at a stealth startup. He previously worked on the Chrome graphics team at Google and as a professor of computer science at the University of Virginia. |
Table Of Content | Chapter 01. Introduction 1Chapter 02. Monte Carlo Integration 53Chapter 03. Geometry and Transformations 81Chapter 04. Radiometry, Spectra, and Color 145Chapter 05. Cameras and Film 205Chapter 06. Shapes 261Chapter 07. Primitives and Intersection Acceleration 397Chapter 08. Sampling and Reconstruction 445Chapter 09. Reflection Models 535Chapter 10. Textures and Materials 633Chapter 11. Volume Scattering 697Chapter 12. Light Sources 739Chapter 13. Light Transport I: Surface Reflection 813Chapter 14. Light Transport II: Volume Rendering 853Chapter 15. Wavefront Rendering on GPUS 917Chapter 16. Retrospective and the Future 977AppendixesA Sampling Algorithms 993B Utilities 1031C Processing the Scene Description 1119References 1141Index of Fragments 1183Index of Classes and their Members 1201Index of Miscellaneous Identifiers 1213Subject Index 1215Colophon 1245 |
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