Pressestimmen
"One can buy dozens of books on ray-tracing and physically based rendering, but when you actually sit down to write rendering code yourself, you may suddenly realize those books are only telling you half the story. At every turn you will face design and engineering decisions about everything from data structures to sampling patterns, any one of which can impact system performance drastically. Most people who have worked in the innards of rendering systems have learned this esoterica by hearsay and a lot of trial and error. Matt Pharr and Greg Humphreys have decided to tell the rest of the story, by publishing and annotating the breadth and depth of a fully functional, physically based renderer, using the literate programming approach. Applying this approach-which interleaves source code and descriptive text-to the construction and documentation of even a simple computer program can be a daunting task, but it's application here is Herculean and quite possibly historic. In spite of their attention to engineering detail, the authors haven't skimped on their coverage of the theoretical underpinnings of physically based rendering. Their chapters on sampling theory and material models are among the best in print. However, the inclusion of a working artifact that implements the theory using corresponding notation and structure is an incomparable learning and teaching tool." -Dan Goldman, computer graphics supervisor for visual effects "We have been using early versions of this book and its accompanying source code in our graduate courses and in our research for the past two semesters, and we've been thrilled with them. The book has an excellent blend of the theoretical and practical information needed to build an efficient physically based renderer. Much of the information contained in the book is not available in any other reference book; an example is the description of practical methods for anisotropic filtering. The code that accompanies the book satisfies at least as great a need-it's well written, well commented, and strikes a good balance between performance and extensibility. As a result, we have already adopted the code as the software infrastructure for two different research projects within our group. I enthusiastically recommend that any researcher or practioner who works on rendering systems buy a copy of this book." -Bill Mark, Assistant Professor, University of Texas at Austin "This book is the only place to my knowledge where the implementation details of several advanced global illumination algorithms are actually shown. Not only details, but code! That is a tremendous benefit to the community and a major strength of the book." -Timothy Purcell, Stanford University / NVIDIA "Designing and implementing a production-quality ray tracer that is based on the physical principles of light transport is difficult. Writing a book that clearly explains the underlying principles and algorithms, from radiative transfer theory to Loop subdivision and photon mapping, is hard. Combining these explanations with source code using Knuth's literate programming methodology to produce a beautifully-designed, full-featured, and wonderfully extensible rendering system might seem NP-hard, but this book proves that it can be done. Whether you are a computer science student or computer graphics researcher, there is simply no better book on the topic." -Ian Ashdown, President, byHeart Consultants Limited "A good textbook should inspire, and inform the reader and allow him or her to go beyond the covers of the book. Matt and Greg have done a yeoman's job of creating a very comprehensive source of knowledge on the topics of global illumination and physically based rendering. The book certainly informs the reader. It does not simplify the material and that is a good thing. Rather, through careful exposition and very useful illustrations it provides several learning aids. There are several chapters on several fundamental topics replete with examples, figures and illustrations. Also, the treatment of various algorithms is simultaneously both comprehensive and in great depth. Most importantly, the book relies on a carefully developed programming environment that allows the reader to experiment. pbrt is easy to use and yet allows for rendition of complex scenes. As a result one can learn the material in a pedagogically sound way and also venture beyond the confines of the text. It is easy to be inspired by the effort. I have used a version of the book and software as a text for an advanced course in computer graphics. Both my students and I found the text very useful." -Raghu Machiraju, Associate Professor, Department of Computer Science and Engineering, The Ohio State University "This book is a great tool for anyone looking to get into advanced ray tracing techniques. It is the best guide to architecting a photorealistic renderer that I have seen." -Brian Budge, Ph.D. student, graphics and visualization research group, UC Davis
Kurzbeschreibung
"Computer graphics, and rendering in particular, is full of beautiful theory. The theory covers physical concepts, such as light fields and the interaction of light with different materials, and mathematical concepts, such as integral equations and Monte Carlo integration. The great thing about computers is that they allow us to build rendering systems based on the best theory. This book turns the theory of image-making into a practical method for creating images." from the foreword by Pat Hanrahan, Canon USA Professor, Stanford University
From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systemsthere is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.