Description

Book Synopsis


Trade Review
"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 "This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize." --Donald Knuth

Table of Contents
1. Introduction 2. Geometry and Transformations 3. Shapes 4. Primitives and Intersection Acceleration 5. Color and Radiometry 6. Camera Models 7. Sampling Reconstruction 8. Reflection Models 9. Materials 10. Texture 11. Volume Scattering 12. Light Sources 13. Monte Carlo Integration 14. Light Transport I: Surface Reflection 15. Light Transport II: Volume Rendering 16. Light Transport III: Bidirectional Methods 17: Retrospective and the Future

Physically Based Rendering

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Order before 4pm tomorrow for delivery by Mon 19 Jan 2026.

A Hardback by Matt Pharr, Wenzel Jakob, Greg Humphreys

4 in stock


    View other formats and editions of Physically Based Rendering by Matt Pharr

    Publisher: Elsevier Science & Technology
    Publication Date: 21/11/2016
    ISBN13: 9780128006450, 978-0128006450
    ISBN10: 0128006455

    Description

    Book Synopsis


    Trade Review
    "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 "This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize." --Donald Knuth

    Table of Contents
    1. Introduction 2. Geometry and Transformations 3. Shapes 4. Primitives and Intersection Acceleration 5. Color and Radiometry 6. Camera Models 7. Sampling Reconstruction 8. Reflection Models 9. Materials 10. Texture 11. Volume Scattering 12. Light Sources 13. Monte Carlo Integration 14. Light Transport I: Surface Reflection 15. Light Transport II: Volume Rendering 16. Light Transport III: Bidirectional Methods 17: Retrospective and the Future

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