Physically Based Rendering, w. CD-ROM
From Theory to Implementation
(Sprache: Englisch)
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...
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Klappentext zu „Physically Based Rendering, w. CD-ROM “
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.CD-ROM with the source code for a complete rendering system for Windows, OS X, & Linux-with many examples of images created by the system throughout the 4 color text
The code and text are tightly woven together through the technique of literate programming with a unique indexing feature that lists all locations of functions, variables, and methods on the page they are first described
The most complete guide to understanding, designing, and building a rendering system
Inhaltsverzeichnis zu „Physically Based Rendering, w. CD-ROM “
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
Autoren-Porträt von Matt Pharr, Greg Humphreys
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.
Bibliographische Angaben
- Autoren: Matt Pharr , Greg Humphreys
- 2004, 1056 Seiten, Maße: 25,4 cm, Gebunden, Englisch
- Verlag: Morgan Kaufmann
- ISBN-10: 012553180X
- ISBN-13: 9780125531801
Sprache:
Englisch
Pressezitat
"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.
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