- Amazon Student members save an additional 10% on Textbooks with promo code TEXTBOOK10. Enter code TEXTBOOK10 at checkout. Here's how (restrictions apply)
Physically Based Rendering: From Theory To Implementation Hardcover – Jun 28 2010
|New from||Used from|
There is a newer edition of this item:
Special Offers and Product Promotions
Frequently Bought Together
Customers Who Bought This Item Also Bought
No Kindle device required. Download one of the Free Kindle apps to start reading Kindle books on your smartphone, tablet, and computer.
To get the free app, enter your e-mail address or mobile phone number.
"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  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.See all Product Description
Inside This Book(Learn More)
What Other Items Do Customers Buy After Viewing This Item?
Most Helpful Customer Reviews on Amazon.com (beta)
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
Look for similar items by category
- Books > Computers & Technology > Graphic Design > 3D Graphics
- Books > Computers & Technology > Graphic Design > Rendering & Ray Tracing
- Books > Computers & Technology > Programming > Game Programming
- Books > Computers & Technology > Web Development > Web Design > Web Graphics
- Books > Textbooks > Computer Science & Information Systems > Graphics & Visualization