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Physically Based Rendering: From Theory To Implementation [Hardcover]

Matt Pharr , Greg Humphreys

List Price: CDN$ 104.91
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Book Description

Jun 28 2010 0123750792 978-0123750792 2

Physically Based Rendering, 2nd 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.

    • 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. Please 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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    Physically Based Rendering: From Theory To Implementation + Real-Time Shadows + Practical Rendering and Computation with Direct3D 11
    Price For All Three: CDN$ 208.60

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    • Real-Time Shadows CDN$ 62.06

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    Review

    "Physically Based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, practical software engineering, and clever tricks that are necessary to write a state-of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details."--Per Christensen Senior Software Developer, RenderMan Products Pixar Animation Studios

    "Intended for graduate or advanced undergraduate students in a computer graphics course, this large volume provides a comprehensive examination of complex rendering algorithms and demonstrates, through detailed examination of source code and example projects, the practical development and application of cutting edge image creation and processing software. This second edition is updated to reflect current technologies and contains updated information on relevant recent hardware improvements such as advanced multi-core processors as well as an increased focus on production graphics techniques. The text includes numerous illustrations, code examples, and formulas as well as recommendations for further reading and chapter exercises. Pharr is a principle engineer for Intel and Humphreys is an engineer for NVIDIA and a former professor of computer science at the University of Virginia."--SciTech Book News

    "Pharr and Humphreys' textbook is beautifully typeset, thoroughly indexed, unendingly cross-referenced, extensively illustrated, and printed in full color. Given its unconventional preparation style, this textbook stands out because of its descriptions of the tradeoffs involved in developing a complete working renderer. Although somewhat verbose at times, the discussions of design tradeoffs and performance considerations are an excellent complement to the more traditional coverage of the theory behind photorealistic rendering. C++ idioms sometimes get in the way of more elegant solutions, but their use is always reasonably justified. If you are just looking for a general introduction to image synthesis and rendering, standard graphics textbooks [2] might fit the bill; however, if you intend to develop your own renderer or try out new ideas, this textbook provides an excellent starting point."--Computing Reviews.com

    Book Description

    The most complete guide to rendering—in both concept and code --This text refers to an alternate Hardcover edition.

    Inside This Book (Learn More)
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    Front Cover | Copyright | Table of Contents | Excerpt | Index
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    Most Helpful Customer Reviews on Amazon.com (beta)
    Amazon.com: 4.5 out of 5 stars  23 reviews
    10 of 12 people found the following review helpful
    1.0 out of 5 stars DO NOT BUY Kindle Edition Nov 20 2012
    By xdarby - Published on Amazon.com
    Format:Kindle Edition|Amazon Verified Purchase
    This is not a comment about the book contents but simply a big warning for the digital format. Almost all equations were simply images scanned from the books. And reference links or cited pages were either wrong or dead. Why the hell there's a kindle version anyway? And such bad qualities and useless print still costs 58 USD, hard-cover is only 5 bucks more. I know I'm stupid, but please stop scamming money out of nerds.
    2 of 2 people found the following review helpful
    5.0 out of 5 stars Extremely Thorough Guide on Rendering Sep 27 2010
    By GX - Published on Amazon.com
    Format:Hardcover|Amazon Vine™ Review
    For any developer that has experienced Alias|Wavefront Maya, Bryce or Softimage and wants to take the dive into nitty gritty of rendering engines you will find no better guide. Matt and Greg comprehensively cover more than a thousand pages of content and for each topic, whether it be cylinders & spheres, the refraction of different materials or the antialiasing techniques and in each case they show - by example - how the mathematical theories are applied in practice and how to convert the models into C++ with plenty of hands on opportunities with the pbrt ray tracer. pbrt itself is fairly robust and includes a great set of plugins such as a Maya Exporter to export scenes from Maya in the pbrt format.

    Also of mention - the book quality is top notch with plenty of quality full color images which do justice to the 3d shapes & scenes. The paper can be a bit thin and see-through but that is the tradeoff to make a book of this depth.

    Table of contents for the second edition:
    CHAPTER 01. INTRODUCTION - pbrt: System Overview

    CHAPTER 02. GEOMETRY AND TRANSFORMATIONS - Coordinate Systems, Vectors, Arithmetic, Scaling, Transformations Rays...

    CHAPTER 03. SHAPES - Spheres, Cylinders, Disks, Triangles and Meshes...

    CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION - Aggregates, Grid Accelerator, Bounding Volume Hierarchies

    CHAPTER 05. COLOR AND RADIOMETRY

    CHAPTER 06. CAMERA MODELS

    CHAPTER 07. SAMPLING AND RECONSTRUCTION

    CHAPTER 08. REFLECTION MODELS

    CHAPTER 09. MATERIALS - Bump Mapping...

    CHAPTER 10. TEXTURE

    CHAPTER 11. VOLUME SCATTERING - Volume Scattering Processes

    CHAPTER 12. LIGHT SOURCES -Light Interface, Visibility Testing, Point Lights, Spotlights...

    CHAPTER 13. MONTE CARLO INTEGRATION I: BASIC CONCEPTS

    CHAPTER 14. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY - Russian Roulette and Splitting

    CHAPTER 15. LIGHT TRANSPORT I: SURFACE REFLECTION - Direct Lighting, Path Tracing

    CHAPTER 16. LIGHT TRANSPORT II: VOLUME RENDERING - Subsurface Scattering

    CHAPTER 17. LIGHT TRANSPORT III: PRECOMPUTED LIGHT TRANSPORT - Spherical Harmonics, Radiance Probes...

    CHAPTER 18. SUMMARY AND CONCLUSION

    APPENDIXES
    2 of 2 people found the following review helpful
    5.0 out of 5 stars best of what's out there Aug 30 2010
    By The Lone Wolf - Published on Amazon.com
    Format:Hardcover|Amazon Vine™ Review
    This is a great book that enables programmers to build a functional raytracer for photorealistic rendering. This is not an introductory book! You really need to know the ropes to make something out of it, otherwise it is a waste of time.

    The preface identifies the new aspects that make this edition different from the 1st edition. It is worth noting that the book includes no media, but directs you to the webpage of the book to obtain the source code you may need.

    The book covers briefly the basic aspects of literal programming and photo-realistic rendering using real code as example, then delves deep into the formulation of a working raytracer, covering the techniques, algorithms and identifying potential pitfalls and shortcuts. A good thing about the book is that it is quite advanced and not aimed at novices, but, unlike other manuals in highly specialized fields, it is not a collection of research papers thrown together to beef up someone's resume. This is a well-crafted, for-real book aimed to professional renderers, researchers and advanced grad students in computer imaging and computer science.

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