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Physically Based Rendering From Theory to Implementation

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ISBN-10: 012553180X

ISBN-13: 9780125531801

Edition: 2004

Authors: Matt Pharr, Greg Humphreys, Pat Hanrahan

List price: $103.00
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Description:

This title presents the algorithms of modern rendering and follows step by step the creation of a complete rendering system. As each new concept is introduced it is also shown implemented in code.
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Book details

List price: $103.00
Copyright year: 2004
Publisher: Elsevier Science & Technology
Publication date: 9/28/2004
Binding: Hardcover
Pages: 1056
Size: 7.95" wide x 10.00" long x 1.75" tall
Weight: 5.786
Language: English

Matt Pharr is works as an engineer for Neoptica, a San Francisco start-up, where he works on interactive graphics. Previously, he was a member of the technical staff at NVIDIA and was a co-founder of Exluna, where he developed off-line rendering software and investigated applications of graphics hardware to high-quality rendering. He holds a BS degree from Yale University and a PhD from the Stanford Graphics Laboratory under the supervision of Pat Hanrahan, where he researched both theoretical and systems issues related to rendering and has written a series of SIGGRAPH papers on these topics.

Greg Humphreys is an assistant professor of Computer Science at the University of Virginia, where his research focuses on interactive visualization of very large datasets. Greg has a B.S. degree from Princeton University and a Ph.D. in Computer Science from Stanford University under the supervision of Pat Hanrahan. His doctoral dissertation "A Stream Processing Approach to Interactive Graphics on Clusters of Workstations" showed that it was possible to build scalable interactive graphics systems using only commodity components. His cluster rendering software called "Chromium" is in widespread use in research and industry labs around the world.

Foreword
Preface
Introduction
Geometry and Transformations
Shapes
Primitives and Intersection Acceleration
Color and Radiometry
Camera Models
Sampling and Reconstruction
Film and the Imaging Pipeline
Reflection Models
Materials
Texture
Volume Scattering
Light Sources
Monte Carlo Integration I: Basic Concepts
Monte Carlo Integration II: Improving Efficiency
Light Transport I: Surface Reflection
Light Transport II: Volume Rendering
Summary and Conclusion
Utilities
Scene Description Interface
Input File Format
Index of Fragments
Index of Classes and Their Members
Index of Miscellaneous Identifiers
References
Index
About the CD-ROM
Colophon