Physically Based Rendering: From Theory to Implementation 2nd Edition
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Matt Pharr
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Greg Humphreys
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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
Review
An updated and expanded edition of the definitive rendering reference!
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.
|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.
About the Author
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.
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Product details
- Publisher : Morgan Kaufmann; 2nd edition (July 12, 2010)
- Language : English
- Hardcover : 1200 pages
- ISBN-10 : 0123750792
- ISBN-13 : 978-0123750792
- Item Weight : 5.58 pounds
- Dimensions : 7.5 x 1.75 x 9.25 inches
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Best Sellers Rank:
#2,059,127 in Books (See Top 100 in Books)
- #191 in Rendering & Ray Tracing
- #296 in 3D Graphic Design
- #1,676 in Game Programming
- Customer Reviews:
Customer reviews
Top reviews from the United States
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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.
I also will not repeat what you can find in th preface - thanks to editor you can preview the book and find what it is about and how it differs from the first edition. The preview also contains three chapters, it is more than enough to give you an understanding what kind of book is it. So, please, no this "I whant to render nice pictures, and this book is full of formulas and program code" comments.
No CDs included, because the renderer source code is available on the book web site (mentioned in the introductory chapter)
I just whant to add something to "About the Authors" because things about them changed more than a little bit, and because you could not find this information here.
(from the back-cover)
Matt Pharr co-founded both Exluna (acquired by NVIDIA) and Neoptica (acquired by Intel), and has also worked in Pixar's Rendering R&D group.
Greg Humphreys is the software lead for the OptiX ray tracing engine at NVIDIA [OptiX is GPU-accelerated rt toolkit, you can find it on NVIDIA developer site - V.I.]
So, as you can see, the authors are trustworthy, at least in this area :).
Top reviews from other countries
Das Buch ist im sogenannten “Literate-Programming”-Stil verfaßt, d.h. Code-Listings wechseln sich mit erklärenden Prosa-Texten ab. Die Code-Schnipsel stammen aus dem Raytracer pbrt der Autoren, dessen Quellcode auch auf der Website des Buches heruntergeladen werden kann. Nun mag sich Literate Programming gut dazu eignen komplexen Quellcode zu dokumentieren und wenn man dem Buch von Anfang bis Ende folgt (und keine Fehler macht), kann man so auch eine eigene Version von pbrt selbst reimplementieren. Ob diese Version dann funktionstüchtig ist, merkt man aber leider erst ganz zum Schluß.
Sinnvoller wäre es meiner Meinung nach gewesen, wenn die Autoren einen iterativen Weg gewählt hätten: Anstatt dem Leser vom ersten Kapitel an einen schwer zu durchblickenden, vergleichsweise komplexen State-of-the-Art-Raytracer um die Ohren zu hauen, hätten sie mit einer einfachen, grundlegenden Variante beginnen sollen (Stichwort: Schwebende Kugel im Raum mit Ambient-Lighting), deren Fähigkeiten dann nach und nach ausgebaut werden würde. So hätte der CG-Neuling direkt laufenden Programmcode zur Hand — den er noch dazu in allen Einzelheiten verstünde — was der dauerhaften Motivation sicherlich zugute käme.
Folglich kann man dieses, grundsätzlich schön gemachte, Buch nur Lesern empfehlen, die bereits über ein fundiertes Grundwissen verfügen und schon zwei, drei Raytracer selbst implementiert haben. Dann kann dieses Werk durchaus als Inspirationsquelle für die eigene Arbeit dienen. Neulinge aber sollten besser die Finger von "Physically based rendering" lassen.
Non proprio per principianti, richiede basi matematiche.
Carta patinata, su cui non si può facilmente scrivere note a margine!


