Physically Based Rendering

Physically Based Rendering

From Theory to Implementation

3rd Edition - September 30, 2016
This is the Latest Edition
  • Authors: Matt Pharr, Wenzel Jakob, Greg Humphreys
  • Hardcover ISBN: 9780128006450
  • eBook ISBN: 9780128007099

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Description

Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine 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, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering.

Key Features

  • Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering
  • Provides the source code for a complete rendering system allowing readers to get up and running fast
  • Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described
  • Serves as an essential resource on physically-based rendering

Readership

R&D professionals in computer graphics, digital design, and visualization, and visual effects. Advanced undergraduates and graduate students in rendering/computer graphics courses

Table of Contents

  • Chapter 1. Introduction

    Chapter 2. Geometry and Transformations

    Chapter 3. Shapes

    Chapter 4. Primitives and Intersection Acceleration

    Chapter 5. Color and Radiometry

    Chapter 6. Camera Models

    Chapter 7. Sampling Reconstruction

    Chapter 8. Reflection Models

    Chapter 9. Materials

    Chapter 10. Texture

    Chapter 11. Volume Scattering

    Chapter 12. Light Sources

    Chapter 13. Monte Carlo Integration

    Chapter 14. Light Transport I: Surface Reflection

    Chapter 15. Light Transport II: Volume Rendering

    Chapter 16. Light Transport III: Bidirectional Methods

    Chapter 17: Retrospective and the Future

Product details

  • No. of pages: 1266
  • Language: English
  • Copyright: © Morgan Kaufmann 2016
  • Published: September 30, 2016
  • Imprint: Morgan Kaufmann
  • Hardcover ISBN: 9780128006450
  • eBook ISBN: 9780128007099

About the Authors

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

Wenzel Jakob

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.

Affiliations and Expertise

Assistant professor, EPFL'S School of Computer and Communiation Sciences

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

Latest reviews

(Total rating for all reviews)

  • Leonardo T. Sat Feb 24 2018

    Amazing Book

    A wonderful book full of math and code for Ray-Tracing lovers. A must have

  • Vivian L. Wed Feb 21 2018

    A must have !

    An amazing book to understand and practice all aspects of a modern full feature rendering engine.

  • Nikola B. Wed Feb 21 2018

    Wealth of knowledge

    One of the best books I've ever seen. Beautifully written, brimming with useful information, great typography. Literate programming was a great choice so you get code intertwined with explanations which is very practical. Definitely a must-read if you're interested in computer graphics.

  • Maksym S. Thu Dec 28 2017

    Deep learning book

    I really like this book, deep cover of material

  • Sabyasachi M. Thu Dec 28 2017

    THE book for learning about Physically Based Rendering

    This is THE book about Physically Based Rendering. Reading this through should teach a lot about Physically Based Rendering. Next up are the research papers covering materials after the release of this book. Highly recommended.