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Physically Based Rendering Matt Pharr (Software Engineer, Google)

Physically Based Rendering By Matt Pharr (Software Engineer, Google)

Physically Based Rendering by Matt Pharr (Software Engineer, Google)


65,99 $
Condition - Very Good
Only 1 left

Summary

Introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. This book describes the design strategies involved with building real systems - there is much more to writing a good renderer than stringing together a set of fast algorithms.

Physically Based Rendering Summary

Physically Based Rendering: From Theory to Implementation by Matt Pharr (Software Engineer, Google)

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.

Physically Based Rendering Reviews

I think this book is great. It's state-of-the-art, and covers the area from soup to nuts and with more depth than any other book I know. -Eric Haines, Autodesk Inc.

About Matt Pharr (Software Engineer, Google)

Matt Pharr is a Software Engineer at Google. He previously co-founded Neoptica, which was acquired by Intel, and co-founded Exluna, which was acquired by NVIDIA. He has a B.S. degree from Yale and a Ph.D. from the Stanford Graphics Lab, where he worked under the supervision of Pat Hanrahan. 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.

Table of Contents

Geometry and transformations; Primitives & intersection acceleration; Camera models; Sampling and reconstruction; Film and the imaging pipeline; Reflection models; Materials; Texture; Volume scattering; Light sources; Monte Carlo Integration I & II: Improving efficiency; Light Transport I & II: Volume rendering; Summary and conclusion; Appendices, Index

Additional information

GOR003999647
9780125531801
012553180X
Physically Based Rendering: From Theory to Implementation by Matt Pharr (Software Engineer, Google)
Used - Very Good
Hardback
Elsevier Science & Technology
20040928
1056
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in very good condition, but if you are not entirely satisfied please get in touch with us

Customer Reviews - Physically Based Rendering