Physically Based Rendering: From Theory to Implementation

Author:   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
Edition:   3rd edition
ISBN:  

9780128006450


Pages:   1266
Publication Date:   21 November 2016
Format:   Hardback
Availability:   In stock   Availability explained
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Physically Based Rendering: From Theory to Implementation


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Author:   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:  

9780128006450


ISBN 10:   0128006455
Pages:   1266
Publication Date:   21 November 2016
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   In stock   Availability explained
We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately.

Table of Contents

1. 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 Future

Reviews

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 This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize. -Donald Knuth


Author Information

Matt 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.

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