Physically Based Rendering: From Theory to Implementation (The Morgan Kaufmann Series in Interactive 3d Technology)

Physically Based Rendering: From Theory to Implementation (The Morgan Kaufmann Series in Interactive 3d Technology)

by Matt Pharr (Author), Greg Humphreys (Author)

Synopsis

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.

$37.64

Save:$43.38 (54%)

Quantity

1 in stock

More Information

Format: Hardcover
Pages: 1056
Edition: Har/Cdr
Publisher: Morgan Kaufmann
Published: 28 Sep 2004

ISBN 10: 012553180X
ISBN 13: 9780125531801
Book Overview: * Finalist for the 15th Annual Jolt Awards in March 2005.* Companion CD-ROM includes the source code for a complete rendering system for Windows, Mac OS X, and Linux with many of the features found in high-quality commercial systems.* The system's plug-in architecture makes its basic structure transparent and allows for new features to be added easily.* The rendering system implements a number of newer or difficult-to-implement algorithms and techniques, including subdivision surfaces, Monte Carlo light transport, and volumetric scattering.

Media Reviews
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.
Author Bio
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. 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.