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Physically Based Rendering: From Theory to ImplementationJuly 2004
Publisher:
  • Morgan Kaufmann Publishers Inc.
  • 340 Pine Street, Sixth Floor
  • San Francisco
  • CA
  • United States
ISBN:978-0-12-553180-1
Published:01 July 2004
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Abstract

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  146. ACM
    Clarberg P, Jarosz W, Akenine-Möller T and Jensen H Wavelet importance sampling ACM SIGGRAPH 2005 Papers, (1166-1175)
  147. ACM
    Durand F, Holzschuch N, Soler C, Chan E and Sillion F A frequency analysis of light transport ACM SIGGRAPH 2005 Papers, (1115-1126)
  148. ACM
    Zhu Y and Bridson R Animating sand as a fluid ACM SIGGRAPH 2005 Papers, (965-972)
  149. ACM
    Wang H, Mucha P and Turk G Water drops on surfaces ACM SIGGRAPH 2005 Papers, (921-929)
  150. ACM
    Woop S, Schmittler J and Slusallek P RPU ACM SIGGRAPH 2005 Papers, (434-444)
  151. ACM
    Foley T and Sugerman J KD-tree acceleration structures for a GPU raytracer Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, (15-22)
  152. ACM
    Clarberg P, Jarosz W, Akenine-Möller T and Jensen H (2005). Wavelet importance sampling, ACM Transactions on Graphics, 24:3, (1166-1175), Online publication date: 1-Jul-2005.
  153. ACM
    Durand F, Holzschuch N, Soler C, Chan E and Sillion F (2005). A frequency analysis of light transport, ACM Transactions on Graphics, 24:3, (1115-1126), Online publication date: 1-Jul-2005.
  154. ACM
    Zhu Y and Bridson R (2005). Animating sand as a fluid, ACM Transactions on Graphics, 24:3, (965-972), Online publication date: 1-Jul-2005.
  155. ACM
    Wang H, Mucha P and Turk G (2005). Water drops on surfaces, ACM Transactions on Graphics, 24:3, (921-929), Online publication date: 1-Jul-2005.
  156. ACM
    Woop S, Schmittler J and Slusallek P (2005). RPU, ACM Transactions on Graphics, 24:3, (434-444), Online publication date: 1-Jul-2005.
  157. Fan S, Chenney S and Lai Y Metropolis photon sampling with optional user guidance Proceedings of the Sixteenth Eurographics conference on Rendering Techniques, (127-138)
  158. Wan L, Wong T and Leung C Spherical Q2-tree for sampling dynamic environment sequences Proceedings of the Sixteenth Eurographics conference on Rendering Techniques, (21-30)
  159. Lawrence J, Rusinkiewicz S and Ramamoorthi R Adaptive numerical cumulative distribution functions for efficient importance sampling Proceedings of the Sixteenth Eurographics conference on Rendering Techniques, (11-20)
  160. Steinhurst J, Coombe G and Lastra A Reordering for cache conscious photon mapping Proceedings of Graphics Interface 2005, (97-104)
Contributors
  • University of Virginia

Reviews

Hector A. Villa-Martinez

This book is noticeable, not only for its subject, but also for the way it is written. The authors decided to program a ray tracer following Knuth's ideas about literate programming [1], which interleaves source code with text describing the code. This book is, in fact, a long literate program called pbrt, a photo-realistic, physically based ray-tracer written in C++. Each chapter of the book describes a feature of pbrt, starting with a short description of the theory and following with the implementation. The source code is presented gradually, and is explained extensively with text and pictures. Each time a method or a variable is defined, there is a list of pages where it will be used. Conversely, when a method or a variable is used, there is a number indicating the page where it was first defined. At the end of each chapter, there is a list of exercises related to the material just covered. Chapter 1 describes the overall architecture of pbrt. The rest of the book is divided into four parts. The first part defines the geometric functionality of the system, covering transforms, basic shapes, intersection test algorithms, and acceleration techniques. Part 2 covers the image generation process, with chapter 5 discussing color and radiometry theory, and chapter 6 presenting different implementations of a virtual camera. Sampling and anti-aliasing techniques are covered in chapter 7, and the general image pipeline is explained in chapter 8. Part 3 addresses the scattering of light, including the implementation of different physically based reflection models (chapter 9), materials (chapter 10), texture mapping (chapter 11), participating media (chapter 12), and light source models (chapter 13). The last part presents Monte Carlo integration estimation techniques (chapters 14 and 15) and their application to the light transport equation (chapters 16 and 17). The final chapter presents a summary, and discusses several possible extensions to pbrt, like parallel rendering and subsurface scattering. There are six appendices and an extensive list of references. The appendices explain the implementation of generic utilities like mathematical functions, a memory management library, and image management routines; describe the scene description language; and provide lists with the page numbers where each class, method, and variable was first defined, and where it was used. The book comes with a CD, and has a companion Web site. On the CD, readers will find source code; instructions on how to compile it under Windows and Unix; instructions on how to install the precompiled binaries for Windows, OS X, and Linux; some example images; and scene files. The Web site contains a list of bugs, updates to the source code, and additional scene files. The book does not cover every possible rendering method; instead, the authors have concentrated on a few good and modern techniques. For omitted techniques, like radiosity, the provided list of references points to the appropriate literature. Overall, this is an impressive book. It can be used not only as a textbook in a graduate or higher-level rendering course, but by any person interested in programming a photo-realistic ray tracer. Online Computing Reviews Service

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