Physically Based Rendering book cover

Physically Based Rendering

From Theory To Implementation

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.

Audience
Professionals working in computer graphics, game development, simulation, and scientific visualization.

Hardbound, 1200 pages

Published: June 2010

Imprint: Morgan Kaufmann

ISBN: 978-0-12-375079-2

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


Contents

  • CHAPTER 01. INTRODUCTION
    1.1 Literate Programming
    1.2 Photorealistic Rendering and the Ray-Tracing Algorithm
    1.3 pbrt: System Overview
    1.4 How to Proceed through This Book
    1.5 Using and Understanding the Code
    Further Reading
    ExerciseCHAPTER 02. GEOMETRY AND TRANSFORMATIONS
    2.1 Coordinate Systems
    2.2 Vectors
    2.3 Points
    2.4 Normals
    2.5 Rays
    2.6 Three-Dimensional Bounding Boxes
    2.7 Transformations
    2.8 Applying Transformations
    2.9 Animating Transformations
    2.10 Differential Geometry
    Further Reading
    ExercisesCHAPTER 03. SHAPES
    3.1 Basic Shape Interface
    3.2 Spheres
    3.3 Cylinders
    3.4 Disks
    3.5 Other Quadrics
    3.6 Triangles and Meshes
    3.7 Subdivision Surfaces
    Further Reading
    ExercisesCHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
    4.1 Primitive Interface and Geometric Primitives
    4.2 Aggregates
    4.3 Grid Accelerator
    4.4 Bounding Volume Hierarchies
    4.5 Kd-Tree Accelerator
    4.6 Debugging Aggregates
    Further Reading
    ExercisesCHAPTER 05. COLOR AND RADIOMETRY
    5.1 Spectral Representation
    5.2 The SampledSpectrum Class
    5.3 RGBSpectrum
    5.4 Basic Radiometry
    5.5 Working with Radiometric Integrals
    5.6 Surface Reflection
    Further Reading
    ExercisesCHAPTER 06. CAMERA MODELS
    6.1 Camera Model
    6.2 Projective Camera Models
    6.3 Environment Camera
    Further Reading
    ExercisesCHAPTER 07. SAMPLING AND RECONSTRUCTION
    7.1 Sampling Theory
    7.2 Image Sampling Interface
    7.3 Stratified Sampling
    7.4 Low-Discrepancy Sampling
    7.5 Best-Candidate Sampling Patterns
    7.6 Adaptive Sampling
    7.7 Image Reconstruction
    7.8 Film and the Imaging Pipeline
    Further Reading
    ExercisesCHAPTER 08. REFLECTION MODELS
    8.1 Basic Interface
    8.2 Specular Reflection and Transmission
    8.3 Lambertian Reflection
    8.4 Microfacet Models
    8.5 Fresnel Incidence Effects
    8.6 Measured BRDFs
    Further Reading
    ExercisesCHAPTER 09. MATERIALS
    9.1 BSDFs
    9.2 Material Interface and Implementations
    9.3 Bump Mapping
    Further Reading
    ExercisesCHAPTER 10. TEXTURE
    10.1 Sampling and Antialiasing 
    10.2 Texture Coordinate Generation
    10.3 Texture Interface and Basic Textures
    10.4 Image Texture
    10.5 Solid and Procedural Texturing
    10.6 Noise
    Further Reading
    ExercisesCHAPTER 11. VOLUME SCATTERING
    11.1 Volume Scattering Processes
    11.2 Phase Functions
    11.3 Volume Interface and Homogeneous Media
    11.4 Varying-Density Volumes
    11.5 Volume Aggregates
    11.6 The BSSRDF
    Further Reading
    ExercisesCHAPTER 12. LIGHT SOURCES
    12.1 Light Interface
    12.2 Point Lights
    12.3 Distant Lights
    12.4 Area Lights
    12.5 Infinite Area Lights
    Further Reading
    ExercisesCHAPTER 13. MONTE CARLO INTEGRATION I: BASIC CONCEPTS
    13.1 Background and Probability Review
    13.2 The Monte Carlo Estimator
    13.3 Basic Sampling of Random Variables
    13.4 Metropolis Sampling
    13.4 Transforming between Distributions
    13.5 2D Sampling with Multidimensional Transformations
    Further Reading
    ExercisesCHAPTER 14. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY
    14.1 Russian Roulette and Splitting
    14.2 Careful Sample Placement
    14.3 Bias
    14.4 Importance Sampling
    14.5 Sampling Reflection Functions
    14.6 Sampling Light Sources
    14.7 Volume Scattering
    Further Reading
    ExercisesCHAPTER 15. LIGHT TRANSPORT I: SURFACE REFLECTION
    15.1 Direct Lighting
    15.2 The Light Transport Equation
    15.3 Path Tracing
    15.4 Instant Global Illumination
    15.5 Irradiance Caching
    15.6 Particle Tracing and Photon Mapping
    15.7 Metropolis Light Transport
    Further Reading
    ExercisesCHAPTER 16. LIGHT TRANSPORT II: VOLUME RENDERING
    16.1 The Equation of Transfer
    16.2 Volume Integrator Interface
    16.3 Emission-Only Integrator
    16.4 Single Scattering Integrator
    16.5 Subsurface Scattering
    Further Reading

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