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Physically Based Rendering, Second Edition: From Theory To Implementation Hardcover – July 12, 2010

ISBN-13: 978-0123750792 ISBN-10: 0123750792 Edition: 2nd

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Product Details

  • Hardcover: 1200 pages
  • Publisher: Morgan Kaufmann; 2 edition (July 12, 2010)
  • Language: English
  • ISBN-10: 0123750792
  • ISBN-13: 978-0123750792
  • Product Dimensions: 1.8 x 7.5 x 9.2 inches
  • Shipping Weight: 5.2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (26 customer reviews)
  • Amazon Best Sellers Rank: #113,881 in Books (See Top 100 in Books)

Editorial Reviews

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

"Intended for graduate or advanced undergraduate students in a computer graphics course, this large volume provides a comprehensive examination of complex rendering algorithms and demonstrates, through detailed examination of source code and example projects, the practical development and application of cutting edge image creation and processing software. This second edition is updated to reflect current technologies and contains updated information on relevant recent hardware improvements such as advanced multi-core processors as well as an increased focus on production graphics techniques. The text includes numerous illustrations, code examples, and formulas as well as recommendations for further reading and chapter exercises. Pharr is a principle engineer for Intel and Humphreys is an engineer for NVIDIA and a former professor of computer science at the University of Virginia."--SciTech Book News

"Pharr and Humphreys' textbook is beautifully typeset, thoroughly indexed, unendingly cross-referenced, extensively illustrated, and printed in full color. Given its unconventional preparation style, this textbook stands out because of its descriptions of the tradeoffs involved in developing a complete working renderer. Although somewhat verbose at times, the discussions of design tradeoffs and performance considerations are an excellent complement to the more traditional coverage of the theory behind photorealistic rendering. C++ idioms sometimes get in the way of more elegant solutions, but their use is always reasonably justified. If you are just looking for a general introduction to image synthesis and rendering, standard graphics textbooks [2] might fit the bill; however, if you intend to develop your own renderer or try out new ideas, this textbook provides an excellent starting point."--Computing Reviews.com

From the Back Cover

Physically Based Rendering, 2nd 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. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.


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Customer Reviews

Very impressive book.
Erol Esen
The authors' present clear explanations of the theory and implementation of their ray tracer motivated by snippets of code interspersed throughout the book.
Patrick Regan
Very complete book, covers all major aspects of the subject.
Moulis Marc

Most Helpful Customer Reviews

43 of 47 people found the following review helpful By xdarby on November 20, 2012
Format: Kindle Edition Verified Purchase
This is not a comment about the book contents but simply a big warning for the digital format. Almost all equations were simply images scanned from the books. And reference links or cited pages were either wrong or dead. Why the hell there's a kindle version anyway? And such bad qualities and useless print still costs 58 USD, hard-cover is only 5 bucks more. I know I'm stupid, but please stop scamming money out of nerds.
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8 of 8 people found the following review helpful By Berj Bannayan on April 30, 2013
Format: Kindle Edition Verified Purchase
So far the content seems good but the kindle edition suffers greatly. All of the page number cross referencing is broken and there's absolutely no way to figure out which location in the kindle edition corresponds to which page in the print book.
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4 of 4 people found the following review helpful By GX VINE VOICE on September 27, 2010
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
For any developer that has experienced Alias|Wavefront Maya, Bryce or Softimage and wants to take the dive into nitty gritty of rendering engines you will find no better guide. Matt and Greg comprehensively cover more than a thousand pages of content and for each topic, whether it be cylinders & spheres, the refraction of different materials or the antialiasing techniques and in each case they show - by example - how the mathematical theories are applied in practice and how to convert the models into C++ with plenty of hands on opportunities with the pbrt ray tracer. pbrt itself is fairly robust and includes a great set of plugins such as a Maya Exporter to export scenes from Maya in the pbrt format.

Also of mention - the book quality is top notch with plenty of quality full color images which do justice to the 3d shapes & scenes. The paper can be a bit thin and see-through but that is the tradeoff to make a book of this depth.

Table of contents for the second edition:
CHAPTER 01. INTRODUCTION - pbrt: System Overview

CHAPTER 02. GEOMETRY AND TRANSFORMATIONS - Coordinate Systems, Vectors, Arithmetic, Scaling, Transformations Rays...

CHAPTER 03. SHAPES - Spheres, Cylinders, Disks, Triangles and Meshes...

CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION - Aggregates, Grid Accelerator, Bounding Volume Hierarchies

CHAPTER 05. COLOR AND RADIOMETRY

CHAPTER 06. CAMERA MODELS

CHAPTER 07. SAMPLING AND RECONSTRUCTION

CHAPTER 08. REFLECTION MODELS

CHAPTER 09. MATERIALS - Bump Mapping...

CHAPTER 10. TEXTURE

CHAPTER 11. VOLUME SCATTERING - Volume Scattering Processes

CHAPTER 12. LIGHT SOURCES -Light Interface, Visibility Testing, Point Lights, Spotlights...
Read more ›
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4 of 5 people found the following review helpful By Erol Esen VINE VOICE on April 2, 2011
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
During my computer science studies just about the only time I had used calculus was in computer graphics. Vector calculus is important in surface area calculation, rendering, ray tracing. The difficulty of computing complex integrals can be eased by remarkable methods, such as the Monte Carlo integration, a subject, among many other subjects, thoroughly covered in this book. Very impressive book.
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3 of 4 people found the following review helpful By Shannon On The Lakes TOP 500 REVIEWERVINE VOICE on October 7, 2010
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
This turned out to be a bit too advanced for me, but no matter...I've already learned so much that I'm totally blown away. Any level of graphics programmer will return to this book over and over. It is written in a friendly way without insulting your intelligence. NOT a 'lets learn about rendering' book. Right off the bat there is a web site, and it just gets better and more detailed from there. Concepts are broken down, and you'll be reaching for this one many times as you work, making it a great investment. Right now, for me it's a bit overwhelming, but a more advanced person will devour it.
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2 of 3 people found the following review helpful By The Lone Wolf on August 30, 2010
Format: Hardcover Vine Customer Review of Free Product ( What's this? )
This is a great book that enables programmers to build a functional raytracer for photorealistic rendering. This is not an introductory book! You really need to know the ropes to make something out of it, otherwise it is a waste of time.

The preface identifies the new aspects that make this edition different from the 1st edition. It is worth noting that the book includes no media, but directs you to the webpage of the book to obtain the source code you may need.

The book covers briefly the basic aspects of literal programming and photo-realistic rendering using real code as example, then delves deep into the formulation of a working raytracer, covering the techniques, algorithms and identifying potential pitfalls and shortcuts. A good thing about the book is that it is quite advanced and not aimed at novices, but, unlike other manuals in highly specialized fields, it is not a collection of research papers thrown together to beef up someone's resume. This is a well-crafted, for-real book aimed to professional renderers, researchers and advanced grad students in computer imaging and computer science.
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Format: Kindle Edition Verified Purchase
When that kindle edition was on sale, I ordered that print replica version instead of regular kindle edition (mobi). I had a PDF-version copy for a while but they altered my digital order with kindle edition instead without my knowledge. Later kindle app automatically re-downloaded it from cloud storage. I ended up mobi version instead that it does not allow me to zoom anymore. However, Elsevier store website still offers PDF version for both editions of that book. That's why I prefer PDF version over MOBI version and I will order PDF version for both books (1st and 2nd editions) soon. Rated 1 star.

Also I have print book and reviewed book. That is very good information for ray-tracing programming but it is not for beginners. It requires knowledge of Calculus and Linear Algebra. I researched about that and found some interesting articles like realistic camera lens that uses complex mathematics to render everything as if real camera take photos. I am so impressed. Some day I will learn how to write a program to simulate real camera lens. Rated 5 stars.

Overall ratings: 3 stars.
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