Physically Based Rendering

From Theory to Implementation

by Pharr, Jakob, Humphreys

ISBN: 9780262374040 | Copyright 2023

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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 and 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 that guides readers all the way from theory to practical software implementation
•New chapter on GPU ray tracing essential for game developers
•The premier reference for professionals learning about and working in the field
•Won its authors a 2014 Academy Award for Scientific and Technical Achievement
•Includes a companion site complete with source code

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Contents (pg. vii)
Preface (pg. xvii)
CHAPTER ONE (pg. xxviii)
CHAPTER TWO (pg. 52)
CHAPTER THREE (pg. 80)
CHAPTER FOUR (pg. 144)
CHAPTER FIVE (pg. 204)
CHAPTER SIX (pg. 260)
CHAPTER SEVEN (pg. 396)
CHAPTER EIGHT (pg. 444)
CHAPTER NINE (pg. 534)
CHAPTER TEN (pg. 632)
CHAPTER ELEVEN (pg. 696)
CHAPTER TWELVE (pg. 738)
CHAPTER THIRTEEN (pg. 812)
CHAPTER FOURTEEN (pg. 852)
CHAPTER FIFTEEN (pg. 916)
CHAPTER SIXTEEN (pg. 976)
A SAMPLING ALGORITHMS (pg. 993)
B UTILITIES (pg. 1031)
C PROCESSING THE SCENE DESCRIPTION (pg. 1119)
References (pg. 1141)
Index of Fragments (pg. 1183)
Index of Classes and Their Members (pg. 1201)
Index of Miscellaneous Identifiers (pg. 1213)
Subject Index (pg. 1215)
Colophon (pg. 1245)

Matt Pharr

Matthew Pharr is a Distinguished Research Scientist at NVIDIA. He previously worked at Google, cofounded Neoptica, and cofounded Exluna.

Wenzel Jakob

Wenzel Jakob is Assistant Professor of Computer Science at the É cole polytechnique fÉ dÉ rale de Lausanne (EPFL), where he leads the Realistic Graphics Lab.

Greg Humphreys

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.

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