Physically Based Rendering: From Theory to Implementation
Pharr, Matt; Humphreys, Greg
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Table of contents
- Cover
- Contentix
- Forewordxxi
- Prefacexxv
- CHAPTER 01. INTRODUCTIONxxxiii
- 1.1 Literate Programming1
- 1.2 Photorealistic Rendering and the Ray-Tracing Algorithm4
- 1.3 pbrt: System Overview16
- 1.4 How to Proceed through This Book36
- 1.5 Using and Understanding the Code38
- Further Reading40
- Exercise42
- CHAPTER 02. GEOMETRY AND TRANSFORMATIONS43
- 2.1 Coordinate Systems45
- 2.2 Vectors47
- 2.3 Points54
- 2.4 Normals56
- 2.5 Rays57
- 2.6 Three-Dimensional Bounding Boxes60
- 2.7 Transformations64
- 2.8 Applying Transformations76
- 2.9 Differential Geometry81
- Further Reading84
- Exercises85
- CHAPTER 03. SHAPES87
- 3.1 Basic Shape Interface90
- 3.2 Spheres96
- 3.3 Cylinders108
- 3.4 Disks113
- 3.5 Other Quadrics117
- 3.6 Triangles and Meshes120
- 3.7 Subdivision Surfaces133
- Further Reading161
- Exercises163
- CHAPTER 04. PRIMITVES AND INTERSECTION ACCELERATION168
- 4.1 Primitive Interface and Geometric Primitives171
- 4.2 Aggregates176
- 4.3 Grid Accelerator181
- 4.4 Kd-Tree Accelerator198
- Further Reading220
- Exercises222
- CHAPTER 05. COLOR AND RADIOMETRY226
- 5.1 Spectral Representation227
- 5.2 Basic Radiometry236
- 5.3 Working with Radiometric Integrals242
- 5.4 Surface Reflection and the BRDF248
- Further Reading251
- Exercises251
- CHAPTER 06. CAMERA MODELS253
- 6.1 Camera Model255
- 6.2 Projective Camera Models259
- 6.3 Environment Camera272
- Further Reading275
- Exercises276
- CHAPTER 07. SAMPLING AND RECONSTRUCTION278
- 7.1 Sampling Theory280
- 7.2 Image Sampling Interface296
- 7.3 Stratified Sampling302
- 7.4 Low-Discrepancy Sampling316
- 7.5 Best-Candidate Sampling Patterns332
- 7.6 Image Reconstruction350
- Further Reading363
- Exercises366
- CHAPTER 08. FILM AND THE IMAGING PIPELINE368
- 8.1 Film Interface370
- 8.2 Image Film371
- 8.3 Image Pipeline379
- 8.4 Perceptual Issues and Tone Mapping380
- 8.5 Final Imaging Pipeline Stages401
- Further Reading403
- Exercises405
- CHAPTER 09. REFLECTION MODELS408
- 9.1 Basic Interface414
- 9.2 Specular Reflection and Transmission418
- 9.3 Lambertian Reflection435
- 9.4 Microfacet Models436
- 9.5 Lafortune Model450
- 9.6 Fresnel Incidence Effects453
- Further Reading455
- Exercises457
- CHAPTER 10. MATERIALS460
- 10.1 BSDFs462
- 10.2 Material Interface and Implementations468
- 10.3 Bump Mapping474
- Further Reading480
- Exercises481
- CHAPTER 11. TEXTURE484
- 11.1 Sampling and Antialiasing487
- 11.2 Texture Coordinate Generation498
- 11.3 Texture Interface and Basic Textures505
- 11.4 Image Texture510
- 11.5 Solid and Procedural Texturing532
- 11.6 Noise544
- Further Reading563
- Exercises565
- CHAPTER 12. VOLUME SCATTERING568
- 12.1 Volume Scattering Processes569
- 12.2 Phase Functions578
- 12.3 Volume Interface and Homogeneous Media582
- 12.4 Varying-Density Volumes586
- 12.5 Volume Aggregates592
- Further Reading594
- Exercises594
- CHAPTER 13. LIGHT SOURCES596
- 13.1 Light Interface598
- 13.2 Point Lights601
- 13.3 Distant Lights614
- 13.4 Area Lights616
- 13.5 Infinite Area Lights621
- Further Reading626
- Exercises628
- CHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS629
- 14.1 Background and Probability Review633
- 14.2 The Monte Carlo Estimator636
- 14.3 Sampling Random Variables638
- 14.4 Transforming between Distributions646
- 14.5 2D Sampling with Multidimensional Transformations649
- Further Reading659
- Exercises660
- CHAPTER 15. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY661
- 15.1 Russian Roulette and Splitting665
- 15.2 Careful Sample Placement667
- 15.3 Bias671
- 15.4 Importance Sampling673
- 15.5 Sampling Reflection Functions679
- 15.6 Sampling Light Sources694
- 15.7 Volume Scattering711
- Further Reading715
- Exercises717
- CHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION719
- 16.1 Direct Lighting723
- 16.2 The Light Transport Equation733
- 16.3 Path Tracing743
- 16.4 Irradiance Caching755
- 16.5 Particle Tracing and Photon Mapping769
- Further Reading795
- Exercises797
- CHAPTER 17. LIGHT TRANSPORT II: VOLUME RENDERING802
- 17.1 The Equation of Transfer803
- 17.2 Volume Integrator Interface806
- 17.3 Emission-Only Integrator807
- 17.4 Single Scattering Integrator812
- Further Reading816
- Exercises817
- CHAPTER 18. SUMMARY AND CONCLUSION820
- 18.1 Design Retrospective821
- 18.2 Major Projects825
- 18.3 Conclusion831
- APPENDIXES833
- A UTILITIES833
- B SCENE DESCRIPTION INTERFACE875
- C INPUT FILE FORMAT911
- D INDEX OF FRAGMENTS941
- E INDEX OF CLASSES AND THEIR MEMBERS951
- F INDEX OF MISCELLANEOUS IDENTIFIERS959
- REFERENCES961
- INDEX989
- COLOPHON1015
Book details
- Vendor Elsevier S & T
- SKU 9780125531801
- ISBN-13 9780080538969
- Author Pharr, Matt; Humphreys, Greg
- Category Computers
- Subject Computer Graphics
Do you have questions about this book?
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.
*CD-ROM with the source code for a complete rendering system for Windows, OS X, & Linux—with many examples of images created by the system throughout the 4 color text
*The code and text are tightly woven together through the technique of literate programming with a unique indexing feature that lists all locations of functions, variables, and methods on the page they are first described
*The most complete guide to understanding, designing, and building a rendering system
*CD-ROM with the source code for a complete rendering system for Windows, OS X, & Linux—with many examples of images created by the system throughout the 4 color text
*The code and text are tightly woven together through the technique of literate programming with a unique indexing feature that lists all locations of functions, variables, and methods on the page they are first described
*The most complete guide to understanding, designing, and building a rendering system
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