Physically Based Rendering : From Theory to Implementation, 3/e (Hardcover)
暫譯: 基於物理的渲染:從理論到實作,第三版(精裝本)

Matt Pharr, Wenzel Jakob, Greg Humphreys

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商品描述

<Key Features>

Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering
Provides the source code for a complete rendering system allowing readers to get up and running fast
Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described
Serves as an essential resource on physically-based rendering

<Description>

Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine 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, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering.

<Readership>

Primary: R&D professionals in computer graphics, digital design, and visualization, and visual effects.
Secondary: Advanced undergraduates and graduate students in rendering/computer graphics courses.

<Table of Contents>

Chapter 1. Introduction
Chapter 2. Geometry and Transformations
Chapter 3. Shapes
Chapter 4. Primitives and Intersection Acceleration
Chapter 5. Color and Radiometry
Chapter 6. Camera Models
Chapter 7. Sampling Reconstruction
Chapter 8. Reflection Models
Chapter 9. Materials
Chapter 10. Texture
Chapter 11. Volume Scattering
Chapter 12. Light Sources
Chapter 13. Monte Carlo Integration
Chapter 14. Light Transport I: Surface Reflection
Chapter 15. Light Transport II: Volume Rendering
Chapter 16. Light Transport III: Bidirectional Methods
Chapter 17: Retrospective and the Future

商品描述(中文翻譯)

<主要特點>

提供最新修訂的關於渲染的經典參考書,包括雙向路徑追蹤、光線追蹤中的數值穩健性問題、真實攝影機模型和次表面散射的新章節。

提供完整渲染系統的源代碼,讓讀者能快速上手。

包含獨特的索引功能,文學編程,列出每個函數、變數和方法首次描述所在頁面的位置信息。

作為物理基礎渲染的重要資源。

<描述>

《物理基礎渲染:從理論到實現(第三版)》描述了現代照片真實渲染系統背後的數學理論及其實際實現。通過一種稱為「文學編程」的方法,作者將人類可讀的文檔和源代碼結合成一個專門設計的參考資料,以幫助理解。最終成果在圖形教育中取得了驚人的成就。

通過本書中的理念和軟體,使用者將學會設計和使用一個功能齊全的渲染系統來創造驚人的影像。這一完全更新和修訂的版本包括有關光線追蹤頭髮和曲線原始物件、光線追蹤中的數值精度問題、LBVH、真實攝影機模型、測量方程等的新內容。這是一本必備的全彩物理基礎渲染資源。

<讀者對象>

主要:計算機圖形學、數位設計和可視化以及視覺特效的研發專業人員。

次要:渲染/計算機圖形課程的高年級本科生和研究生。

<目錄>

第1章. 介紹
第2章. 幾何與變換
第3章. 形狀
第4章. 原始物件與交集加速
第5章. 顏色與輻射度
第6章. 攝影機模型
第7章. 取樣重建
第8章. 反射模型
第9章. 材質
第10章. 紋理
第11章. 體積散射
第12章. 光源
第13章. 蒙特卡羅積分
第14章. 光傳輸 I:表面反射
第15章. 光傳輸 II:體積渲染
第16章. 光傳輸 III:雙向方法
第17章. 回顧與未來