Physically Based Rendering: From Theory to Implementation

Physically Based Rendering: From Theory to Implementation
复制标题

DOI:
--
复制
发表时间:
2004-09
期刊:
--
影响因子:
--
通讯作者:
M. Pharr;G. Humphreys
M. Pharr;G. Humphreys
中科院分区:
其他
文献类型:
--
作者:
M. Pharr;G. Humphreys

文献摘要

被引文献

相似文献

基于物理的渲染:从理论到实现,第三版,描述了现代逼真渲染系统及其实际实现背后的数学理论。通过一种被称为“识字编程”的方法,作者将人类可读的文档和源代码组合成一个专门用于帮助理解的参考。其结果是图形教育的惊人成就。通过本书中的思想和软件,用户将学习如何设计和使用一个功能齐全的渲染系统来创建令人惊叹的图像。这个完全更新和修订的版本包括新的覆盖光线追踪头发和曲线原语,数值精度问题与光线追踪,LBVHs,现实的相机模型,测量方程,和更多。它是基于物理渲染的必备全彩色资源。提供了最新修订的开创性的参考渲染,包括新的章节双向路径跟踪,数值鲁棒性问题在光线跟踪,逼真的相机模型,和地下散射提供了一个完整的渲染系统的源代码,允许读者快速启动和运行包括一个独特的索引功能,识字编程,列出了每个函数,变量,作为基于物理的渲染的基本资源
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. 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 fora complete rendering systemallowing 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 describedServes as an essential resource on physically-based rendering