Physically Based Rendering: From Theory to Implementation (The Interactive 3d Technology Series) by Greg Humphreys

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    Physically Based Rendering: From Theory to Implementation (The Interactive 3d Technology Series) by Greg Humphreys - Presentation Transcript

    1. Physically Based Rendering: From Theory to Implementation (The Interactive 3d Technology Series) by Greg Humphreys Simply The Best On Modern Rendering Algorithms And Code Computer graphics, and rendering in particular, is full of beautiful theory. The theory covers physical concepts, such as light fields and the interaction of light with different materials, and mathematical concepts, such as integral equations and Monte Carlo integration. The great thing about computers is that they allow us to build rendering systems based on the best theory. This book turns the theory of image-making into a practical method for creating images. -from the foreword by Pat Hanrahan, Canon USA Professor, Stanford University
    2. From movies to video games, computer-rendered images are pervasive today. Physically Based Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and subtleties of these algorithms. But this book goes further; it also describes the design strategies involved with building real systems-there is much more to writing a good renderer than stringing together a set of fast algorithms. For example, techniques for high-quality antialiasing must be considered from the start, as they have implications throughout the system. The rendering system described in this book is itself highly readable, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives a gentle introduction to working with programs of this size. This lucid pairing of text and code offers the most complete and in- depth book available for understanding, designing, and building physically realistic rendering systems. * Winner of an Honorable Mention in the Computer and Information Science category from The Professional and Scholarly Publishing Division (PSP) of the Association of American Publishers (AAP) * Finalist for the 15th Annual Jolt Awards * Companion CD-ROM includes the source code for a complete rendering system for Windows, Mac OS X, and Linux-with many of the features found in high-quality commercial systems. * The systems plug-in architecture makes its basic structure transparent and allows for new features to be added easily. * The rendering system implements a number of newer or difficult-to- implement algorithms and techniques, including subdivision surfaces, Monte Carlo light transport, and volumetric scattering. Personal Review: Physically Based Rendering: From Theory to Implementation (The Interactive 3d Technology Series) by Greg Humphreys This book mixes detailed algorithm descriptions with actual code in a book that never loses sight of the "big picture" of physically based ray tracing and image synthesis. Although it is very well written and is not a dry academic book at all, it would help if the reader is already familiar with basic computer graphic techniques, linear algebra, calculus, and optics in order to get the most out of this book. It was never meant to be a replacement for Foley & Van Dam's classic book on computer graphics, even though the first few chapters go over basic computer graphic material. The book includes a website where the source code of the
    3. authors' renderer can be downloaded. This code is very well organized and commented so that if you wish to lift individual pieces from the entire software package you can with just a little bit of work. I highly recommend this book to the programmer who wishes to implement physically based rendering in his/her own code or wants to know about the practical implementation of image synthesis techniques. Amazon does not show any details about the book here, so I shall explain the contents in the context of the table of contents: CHAPTER 01. INTRODUCTION This chapter talks briefly about all kinds of topics related to ray tracing. It also talks about how to understand the code in the book and the book website. CHAPTER 02. GEOMETRY AND TRANSFORMATIONS This chapter is pretty basic computer graphics stuff. It talks about coordinate systems, vectors, arithmetic, scaling, dot and cross products,etc. Applying transformations via matrices is also discussed as well as the representation of points, vectors, normals, rays, and bounding boxes. CHAPTER 03. SHAPES More basic computer graphics continues with discussions on spheres, differential geometry, cylinders, and disks, paraboloids, triangles and meshes, and the representation and bounding of all of these shapes. CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION This chapter is about accelerating the speed of your graphics through grid acceleration, tree construction and representation, and object instantiation. CHAPTER 05. COLOR AND RADIOMETRY XYZ color system is discussed along with radiometric integrals including integrals over projected solid angles, integrals over spherical coordinates, and integrals over area. Beginning in this chapter the math becomes more advanced. CHAPTER 06. CAMERA MODELS Projective camera models are discussed along with orthographic, perspective, and environment camera models. This information will already be familiar to students of computer vision. CHAPTER 07. SAMPLING AND RECONSTRUCTION Frequency domain techniques are discussed starting with the Fourier transform and ideal sampling and reconstruction. Also, antialiasing techniques are explained. CHAPTER 08. FILM AND THE IMAGING PIPELINE This chapter talks about topics such as luminance, photometry, bloom, and imaging pipeline stages. CHAPTER 09. REFLECTION MODELS The various reflection models are discussed including specular, Fresnel, Lambertian, Oren-Nayer disfuse reflection, and the Lafortune model. CHAPTER 10. MATERIALS Matte, plastic, bump mapping, and other material effects are explained very well. CHAPTER 11. TEXTURE
    4. We return to frequency models some in this chapter. The texture sampling rate, filtering functions, and mapping in spherical, cylindrical, and planar form are explained. Procedural textures are also discussed including the famous Perlin noise, marble, and windy waves. CHAPTER 12. VOLUME SCATTERING This chapter is considered more advanced material, and discusses volume scattering processes, absorption, emission, in and out scattering, phase functions, exponential density, and volume aggregates. CHAPTER 13. LIGHT SOURCES All kinds of light sources are described including point lights, spotlights, texture projection lights, distant lights, area lights, and infinite area lights. CHAPTERS 14 and 15 both discuss Monte Carlo integration techniques including improving efficiency. CHAPTERS 16 and 17 are about light transport. The first chapter is about surface reflection and the second is about volume rendering. CHAPTER 18. SUMMARY AND CONCLUSION includes a design retrospective, a discussion of abstraction versus reality, and design alternatives including triangles only and streaming computation. APPENDIXES- These include sections on utilities, scene description interface, input file formats, an index of code fragments, an index of classes and their members, and finally an index of identifiers. For More 5 Star Customer Reviews and Lowest Price: Physically Based Rendering: From Theory to Implementation (The Interactive 3d Technology Series) by Greg Humphreys 5 Star Customer Reviews and Lowest Price!
    SlideShare Zeitgeist 2009

    + AutoSurfRestarterAutoSurfRestarter Nominate

    custom

    51 views, 0 favs, 0 embeds more stats

    This book mixes detailed algorithm descriptions wit more

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 51
      • 51 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 0
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories