Pharr M., Humphreys G., Wenzel J. - Physically Based Rendering: From Theory To Implementation. Third Edition [2016, PDF, ENG]

Сообщение Солнышко » 29 янв 2018, 23:39

Physically Based Rendering: From Theory To Implementation. Third Edition
Год издания: 2016
Автор: Pharr M., Humphreys G., Wenzel J.
Жанр или тематика: Modeling and 3D-Graphics
Издательство: Cambridge: Morgan Kauffman Publishers
ISBN: ISBN 978-0-12-800645-0
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Нет
Количество страниц: 1266
Описание: Physically Based Rendering, Third Edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as “literate programming” combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.
This new edition greatly refines its best-selling predecessor by adding sections on bidirectional light transport; stochastic progressive photon mapping; a significantly-improved subsurface scattering implementation; numerical robustness issues in ray-object intersection; microfacet reflection models; realistic camera models; and much more. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working in rendering.
The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions of the book this book. The Academy called the book a “widely adopted practical roadmap for most physically based shading and lighting systems used in film production.”
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





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