Physically Based Rendering : From Theory to Implementation, 4/e (Hardcover) (基於物理的渲染:從理論到實作,第四版 (精裝本))
Pharr, Matt, Jakob, Wenzel, Humphreys, Greg
- 出版商: Summit Valley Press
- 出版日期: 2023-03-28
- 售價: $4,200
- 貴賓價: 9.8 折 $4,116
- 語言: 英文
- 頁數: 1312
- 裝訂: Hardcover - also called cloth, retail trade, or trade
- ISBN: 0262048027
- ISBN-13: 9780262048026
-
相關分類:
GPU
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商品描述
A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing.
Photorealistic computer graphics are ubiquitous in today's world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field.
Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The book's leading-edge algorithms, software, and ideas--including new material on GPU ray tracing--equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics.
- Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementation
- Fourth edition features new chapter on GPU ray tracing essential for game developers
- The premier reference for professionals learning about and working in the field
- Won its authors a 2014 Academy Award for Scientific and Technical Achievement
- Includes a companion site complete with source code
商品描述(中文翻譯)
這是一本領先的電腦圖形學教科書的全面更新版本,為業界和領域中的基於物理的渲染設定了標準,並新增了有關GPU光線追蹤的新內容。
在今天的世界中,逼真的電腦圖形無處不在,廣泛應用於電影和電子遊戲,以及產品設計和建築領域。基於物理的渲染方法將光散射的物理模型準確地應用於圖像合成,既具有視覺逼真度又具有可預測性。這本暢銷的電腦圖形學教科書在全面更新的新版中,為業界和領域中的基於物理的渲染設定了標準。
《基於物理的渲染》既描述了現代逼真渲染系統背後的數學理論,也介紹了其實際實現。一種稱為文學編程的方法將人類可讀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。本書的尖端算法、軟件和思想,包括有關GPU光線追蹤的新內容,使讀者能夠設計和使用一個功能齊全的渲染系統,能夠創造出令人驚嘆的圖像。這本重要的教材代表了實時圖形的未來。
詳細而嚴謹但易於理解的方法將讀者從理論引導到實際軟件實現。第四版新增了一章關於對遊戲開發人員至關重要的GPU光線追蹤。這是專業人士學習和從事該領域工作的首選參考資料。該書的作者因此獲得了2014年奧斯卡科學技術成就獎。附帶的網站提供完整的源代碼。
作者簡介
Matt Pharr is a Distinguished Research Scientist at NVIDIA. He previously worked at Google, co-founded Neoptica, and co-founded Exluna. Wenzel Jakob is Assistant Professor of Computer Science at the École polytechnique fédérale de Lausanne (EPFL), where he leads the Realistic Graphics Lab. Greg Humphreys is a software engineer at a stealth startup. He previously worked on the Chrome graphics team at Google and as a professor of computer science at the University of Virginia.
作者簡介(中文翻譯)
Matt Pharr是NVIDIA的杰出研究科學家。他曾在Google工作,共同創辦了Neoptica和Exluna。Wenzel Jakob是洛桑聯邦理工學院(EPFL)的計算機科學助理教授,他領導著逼真圖形實驗室。Greg Humphreys是一家隱藏的初創公司的軟件工程師。他曾在Google的Chrome圖形團隊工作,並在維吉尼亞大學擔任計算機科學教授。