Physically Based Rendering

Physically Based Rendering : From Theory to Implementation

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Rendering is a crucial component of computer graphics- the conversion of a description of a 3D scene into an image for display. Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of rendering process for the results to be visible in an image. Focusing on realistic images, physically based rendering incorporates ideas from a range of disciplines, including physics, biology, psychology, cognitive science, and mathematics. This book presents the algorithms of modern photorealistic rendering and follows step by step the creation of a complete rendering system. As each new rendering concept is introduced it is also shown implemented in code-there is no better way to understand the subtle and complex process of rendering. The code itself is highly readable, written in the literate programming style that mixes text describing the system with the code that implements it. The result is a stunning achievement in graphics education for students, professionals, and researchers.
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Product details

  • Hardback | 1056 pages
  • 210.8 x 221 x 43.2mm | 2,494.79g
  • Morgan Kaufmann Publishers In
  • San Francisco, United States
  • English
  • 012553180X
  • 9780125531801
  • 1,150,349

Table of contents

Geometry and transformations; Primitives & intersection acceleration; Camera models; Sampling and reconstruction; Film and the imaging pipeline; Reflection models; Materials; Texture; Volume scattering; Light sources; Monte Carlo Integration I & II: Improving efficiency; Light Transport I & II: Volume rendering; Summary and conclusion; Appendices, Index
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About Matt Pharr

Matt Pharr is works as an engineer for Neoptica, a San Francisco start-up, where he works on interactive graphics. Previously, he was a member of the technical staff at NVIDIA and was a co-founder of Exluna, where he developed off-line rendering software and investigated applications of graphics hardware to high-quality rendering. He holds a BS degree from Yale University and a PhD from the Stanford Graphics Laboratory under the supervision of Pat Hanrahan, where he researched both theoretical and systems issues related to rendering and has written a series of SIGGRAPH papers on these topics. Greg Humphreys is an assistant professor of Computer Science at the University of Virginia, where his research focuses on interactive visualization of very large datasets. Greg has a B.S. degree from Princeton University and a Ph.D. in Computer Science from Stanford University under the supervision of Pat Hanrahan. His doctoral dissertation "A Stream Processing Approach to Interactive Graphics on Clusters of Workstations" showed that it was possible to build scalable interactive graphics systems using only commodity components. His cluster rendering software called "Chromium" is in widespread use in research and industry labs around the world.
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Review quote

"I think this book is great. It's state-of-the-art, and covers the area from soup to nuts and with more depth than any other book I know." -Eric Haines, Autodesk Inc.
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Review Text

"I think this book is great. It's state-of-the-art, and covers the area from soup to nuts and with more depth than any other book I know." -Eric Haines, Autodesk Inc.
show more

Rating details

110 ratings
4.56 out of 5 stars
5 66% (73)
4 24% (26)
3 10% (11)
2 0% (0)
1 0% (0)
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