Matt Pharr(Author); Wenzel Jakob(Author),

Physically Based Rendering, 4th Edition (Hardcover)

Physically Based Rendering, 4th Edition (Hardcover)

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Author

Matt Pharr(Author); Wenzel Jakob(Author),

ISBN

9780262048026

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About this edition

Physically Based Rendering: From Theory to Implementation, fourth edition, is a hardcover computer graphics textbook by Matt Pharr, Wenzel Jakob and Greg Humphreys.

The book connects the mathematics of light and image synthesis with the code for a rendering system. Its literate programming approach presents explanations alongside implementation details, and this edition adds material on GPU ray tracing. A companion site provides source code for exploring the methods. ISBN 9780262048026 identifies the printed fourth edition.

A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing.Photorealistic computer graphics are ubiquitous in today’s world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field. Physically Based Rendering 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 book’s leading-edge algorithms, software, and ideas—including new material on GPU ray tracing—equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics. Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementationFourth edition features new chapter on GPU ray tracing essential for game developersThe premier reference for professionals learning about and working in the fieldWon its authors a 2014 Academy Award for Scientific and Technical Achievement Includes a companion site complete with source code Read more
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