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

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】
- 提供了關於渲染的最新修訂,包括雙向路徑追蹤、光線追蹤中的數值穩定性問題、逼真的相機模型和次表面散射等新節
- 提供了完整渲染系統的源代碼,讓讀者能夠快速上手
- 包含獨特的索引功能,即文學編程,列出了每個函數、變量和方法首次描述的頁面位置
- 是物理渲染的重要資源

【描述】
《從理論到實現的物理渲染:第三版》描述了現代逼真渲染系統的數學理論和實際實現。通過一種稱為“文學編程”的方法,作者將可讀性強的文檔和源代碼結合成一個單一的參考資料,旨在幫助理解。這是圖形教育領域的一項驚人成就。

通過本書中的思想和軟體,讀者將學習設計和使用一個功能完整的渲染系統,創建令人驚嘆的圖像。這本全新的修訂版包括了關於光線追蹤頭髮和曲線基元、光線追蹤中的數值精度問題、LBVHs、逼真的相機模型、測量方程等的新內容。這是一本必備的全彩物理渲染資源。

【讀者群】
- 主要:電腦圖形學、數位設計、視覺效果等領域的研發專業人士
- 次要:渲染/電腦圖形學課程的高年級本科生和研究生

【目錄】
- 第1章:引言
- 第2章:幾何和變換
- 第3章:形狀
- 第4章:基元和交點加速
- 第5章:顏色和輻射度
- 第6章:相機模型
- 第7章:採樣重建
- 第8章:反射模型
- 第9章:材料
- 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:回顧與未來展望