Physically Based Rendering

2nd Edition

From Theory to Implementation

Authors: Matt Pharr Greg Humphreys Matt Pharr Greg Humphreys
Hardcover ISBN: 9780123750792
eBook ISBN: 9780123785800
Imprint: Morgan Kaufmann
Published Date: 28th June 2010
Page Count: 1200
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Description

Physically Based Rendering, Second 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.

This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.

The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowlege shared in this book.The Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."

Key Features

  • The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences
  • New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more
  • Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux: visit www.pbrt.org
  • Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described

Readership

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

Table of 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
Exercise

CHAPTER 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
Exercises

CHAPTER 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
Exercises

CHAPTER 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
Exercises

CHAPTER 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
Exercises

CHAPTER 06. CAMERA MODELS
6.1 Camera Model
6.2 Projective Camera Models
6.3 Environment Camera
Further Reading
Exercises

CHAPTER 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
Exercises

CHAPTER 08. REFLECTION MODELS
8.1 Basic Interface
8.2 Specular Reflection and Transmission
8.3 Lambertian Reflection
8.4 Microfacet Mod

Details

No. of pages:
1200
Language:
English
Copyright:
© Morgan Kaufmann 2010
Published:
Imprint:
Morgan Kaufmann
Hardcover ISBN:
9780123750792
eBook ISBN:
9780123785800

About the Author

Matt Pharr

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.

Affiliations and Expertise

Software Engineer, Google

Greg Humphreys

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.

Affiliations and Expertise

Director of Engineering, FanDuel

Matt Pharr

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.

Affiliations and Expertise

Software Engineer, Google

Greg Humphreys

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.

Affiliations and Expertise

Director of Engineering, FanDuel

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

"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 someti