|
![]() |
|||
|
||||
OverviewFull Product DetailsAuthor: Matt Pharr (Software Engineer, Google) , Wenzel Jakob (Assistant professor, EPFL'S School of Computer and Communiation Sciences) , Greg Humphreys (Director of Engineering, FanDuel) , Matt Pharr (Software Engineer, Google)Publisher: Elsevier Science & Technology Imprint: Morgan Kaufmann Publishers In Edition: 3rd edition Dimensions: Width: 19.10cm , Height: 5.30cm , Length: 23.50cm Weight: 2.170kg ISBN: 9780128006450ISBN 10: 0128006455 Pages: 1266 Publication Date: 21 November 2016 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In stock ![]() We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of Contents1. Introduction 2. Geometry and Transformations 3. Shapes 4. Primitives and Intersection Acceleration 5. Color and Radiometry 6. Camera Models 7. Sampling Reconstruction 8. Reflection Models 9. Materials 10. Texture 11. Volume Scattering 12. Light Sources 13. Monte Carlo Integration 14. Light Transport I: Surface Reflection 15. Light Transport II: Volume Rendering 16. Light Transport III: Bidirectional Methods 17: Retrospective and the FutureReviewsPhysically 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 This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize. -Donald Knuth Author InformationMatt Pharr is a Software Engineer at Google. He previously co-founded Neoptica, which was acquired by Intel, and co-founded Exluna, which was acquired by NVIDIA. He has a B.S. degree from Yale and a Ph.D. from the Stanford Graphics Lab, where he worked under the supervision of Pat Hanrahan. Wenzel Jakob is an assistant professor at EPFL's School of Computer and Communication Sciences. His research interests revolve around material appearance modeling, rendering algorithms, and the high-dimensional geometry of light paths. Wenzel obtained his Ph.D. at Cornell University under the supervision of Steve Marschner, after which he joined ETH Zürich for postdoctoral studies under the supervision of Olga Sorkine Hornung. Wenzel is also the lead developer of the Mitsuba renderer, a research-oriented rendering system. Greg Humphreys is Director of Engineering at FanDuel, having previously worked on the Chrome graphics team at Google and the OptiX GPU raytracing engine at NVIDIA. Before that, he was a professor of Computer Science at the University of Virginia, where he conducted research in both high performance and physically based computer graphics, as well as computer architecture and visualization. Greg has a B.S.E. degree from Princeton, and a Ph.D. in Computer Science from Stanford under the supervision of Pat Hanrahan. When he's not tracing rays, Greg can usually be found playing tournament bridge. Tab Content 6Author Website:Countries AvailableAll regions |