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Physically Based Rendering: From Theory To Implementation [Hardcover]

Matt Pharr , Greg Humphreys

Price: CDN$ 116.15 & FREE Shipping. Details
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Book Description

June 28 2010 0123750792 978-0123750792 2

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 author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowlege shared in this book.The Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."

  • 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

Frequently Bought Together

Physically Based Rendering: From Theory To Implementation + Mathematics for 3D Game Programming and Computer Graphics
Price For Both: CDN$ 163.79


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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

From the Back Cover

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.


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: 4.4 out of 5 stars  26 reviews
43 of 47 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|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.
8 of 8 people found the following review helpful
3.0 out of 5 stars Kindle edition suffers April 30 2013
By Berj Bannayan - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
So far the content seems good but the kindle edition suffers greatly. All of the page number cross referencing is broken and there's absolutely no way to figure out which location in the kindle edition corresponds to which page in the print book.
4 of 4 people found the following review helpful
5.0 out of 5 stars Extremely Thorough Guide on Rendering Sept. 27 2010
By GX - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
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
4 of 5 people found the following review helpful
5.0 out of 5 stars State of the Art in Computer Graphics April 2 2011
By Erol Esen - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
During my computer science studies just about the only time I had used calculus was in computer graphics. Vector calculus is important in surface area calculation, rendering, ray tracing. The difficulty of computing complex integrals can be eased by remarkable methods, such as the Monte Carlo integration, a subject, among many other subjects, thoroughly covered in this book. Very impressive book.
3 of 4 people found the following review helpful
5.0 out of 5 stars This book will blow you away Oct. 7 2010
By Shannon On The Lakes - Published on Amazon.com
Format:Hardcover|Vine Customer Review of Free Product
This turned out to be a bit too advanced for me, but no matter...I've already learned so much that I'm totally blown away. Any level of graphics programmer will return to this book over and over. It is written in a friendly way without insulting your intelligence. NOT a 'lets learn about rendering' book. Right off the bat there is a web site, and it just gets better and more detailed from there. Concepts are broken down, and you'll be reaching for this one many times as you work, making it a great investment. Right now, for me it's a bit overwhelming, but a more advanced person will devour it.

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