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PHYSICALLY BASED RENDERING. FROM THEORY TO IMPLEMENTATION 3E
Título:
PHYSICALLY BASED RENDERING. FROM THEORY TO IMPLEMENTATION 3E
Subtítulo:
Autor:
PHARR, M
Editorial:
ACADEMIC PRESS
Año de edición:
2016
Materia
3D, GRAFICOS Y ANIMACION - GENERAL
ISBN:
978-0-12-800645-0
Páginas:
1266
89,95 €

 

Sinopsis

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.

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
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