Physically Based Rendering, Second Edition: From Theory to Implementation

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9780123750792: Physically Based Rendering, Second Edition: From Theory to Implementation

Physically Based Rendering, Second 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.

This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. 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 with images, whether it is for film, video, photography, digital design, visualization, or gaming.

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 knowlege shared in this book.The Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."

  • The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences
  • New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more
  • Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux: visit www.pbrt.org
  • Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described

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About the Author:

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.

About the Author:

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.

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