Physically Based Rendering From Theory to Implementation,3rdEdition

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提起PBRT(Physically Based Rendering: From Theory to Implementation)这本书, 在图形学业界可是鼎鼎大名, 该书获得2005年软件界Jolt图书类大奖. 这本书与众不同的是把当今图形学相当高级的理论成就联系到具体实现上来, 系统而又细致地阐述如何作出一流水准的图形渲染器的方方面面
Physically based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, Practical software engineering, and clever tricks that are necessary to write a state of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details pbrt is not just a"toy implementation of a ray tracer but a general and robust full-scale global illumination renderer. It contains many important optimizations to reduce execution time and memory consumption for complex scenes. Furthermore, pbrt is easy to extend to experiment with other rendering algorithm variations This book is not only a textbook for students but also a useful reference book for practitioners in the field. The third edition has been extended with new sections on bidirectional path tracing, realistic camera models, and a state-of-the-art explanation of subsurface scattering Per christensen Senior Software Developer, renderMan products, Pixar Animation Studios Looking for a job in research or high end rendering? Get your kick-start education and create your own project with this book that comes along with both theory and real examples, meaning real code and real content for your renderer. With their third edition, Matt Pharr, Greg Humphreys, and Wenzel Jakob provide easy access to even the most advanced rendering techniques like multiplexed Metropolis light transport and quasi-Monte Carlo methods. Most importantly, the framework lets you skip the bootstrap pain of getting data into and out of your renderer e holistic approach of literate programming results in a clear logic of an easy-to-study te If you are serious about graphics, there is no way around this unique and extremely valuable book that is closest to the state of the art Alexander kell Director of research nvidia This page intentionally left blank Physically Based Rendering F感回呂回感吗回回宮宮T同回N THIRD EDITION MATT PHARR WENZEL JAKOB GREG HUMPHREYS AMSTERDAM· BOSTON· HEIDELBERG· LONDON NEW YORK· OXFORD· PARIS· SAN DIEGO SAN FRANCISCO· SINGAPORE· SYDNEY· TOKYO ELSEVIER Morgan Kaufmann is an imprint of Elsevier MORGAN KAUFMANN PUBLISHERS Morgan Kaufmann is an imprint of elsevier 50 Hampshire Street, 5th Floor, Cambridge, MA 02139, USA c 2017 Elsevier Inc. All rights reserved No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publishers permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright LicensingAgencycanbefoundatourwebsitewww.elsevier.com/permissions This book and the individual contributions contained in it are protected under copyright by the Publisher(other than as may be noted herein Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility To the fullest extent of the law neither the publisher nor the authors contributors or editors assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein Library of Congress Cataloging-in-Publication Data A catalog record for this book is available from the Library of Congress British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library SBN:978-0-12-800645-0 For information on all Morgan Kaufmann publications visitourwebsiteathttps://www.elsevier.com Working together to grow libraries in ELSEVER eok aid developing countries www.elsevier.com.www.bookaid.org Publisher: Todd green Editorial Project Manager: Jennifer Pierce Production Project Manager: Mohana Natarajan Cover Designer: Victoria Pearson Typeset by: Windfall Software and SPi global To Deirdre, who even let me bring the manuscript on our honeymoon M。P To Olesya, who thought it was cute that my favorite book is a computer program To Isabel and Leila, the two most extraordinary people I've ever met. May your pixels never be squares. GH ABOUT THE AUTHORS Matt Pharr is a Software Engineer at Google. He previously co-founded Neoptica, which was acquired by Intel, and co-founded Exluna, which was acquired by NViDiA. He has a B.S. degree from Yale and a Ph. D. from the Stanford Graphics Lab, where he worked under the supervision of Pat hanrahan Wenzel jakob is an assistant professor in the School of computer and Communica tion Sciences at Ecole Polytechnique Federale de Lausanne(epFl). His research inter ests revolve around material appearance modeling, rendering algorithms, and the high dimensional geometry of light paths. Wenzel obtained his Ph D at Cornell University under the supervision of steve marschner, after which he joined Eth Zurich for post doctoral studies under the supervision of olga Sorkin hornung. Wenzel is also the lead developer of the mitsuba renderer, a research-oriented rendering system Greg Humphreys is Director of Engineering at Fan Duel, having previously worked on the Chrome graphics team at Google and the OptiX GPU ray-tracing engine at NViDia Before that, he was a professor of Computer Science at the University of Virginia, where he conducted research in both high-performance and physically based computer graph icS, as well as computer architecture and visualization. Greg has a B.S.E. degree from Princeton and a Ph. D in Computer Science from Stanford under the supervision of Pat Hanrahan. When he's not tracing rays, Greg can usually be found playing tournament brid Contents PREFACE XIX CHAPTER O1 NTRODUCTION Literate Programming 1.1.1 Indexing and Cross-Referencing 1.2 Photorealistic Rendering and the ray-Tracing Algorith .2.1 1.2.2 Ray-Object Intersections 1.2.3 Light distribution 1.2.4 1.2.5 Surface Scatterir Indirect Light Transport 1.2.7 1.3 pbrt: System Overview 15 1.3.1 f Executi 17 1.3.2 1.3.3 Integrator Interface and SamplerIntegrator 24 1.3.4 The Main Rendering Loop 26 1.3.5 An Integrator for Whitted Ray tracing Parallelization of pbrt 38 1.4.1 Data Races and coordination 1.4.2 Conventions in pbrt 1.4.3 Thread Safety Expectations in pbrt 1.5 How to Proceed through This book 44 .5.1 1.6 Using and understanding the code 1.6 Ab rsus efficie 1.6.3 Code Optimization 1.6.4 The book Web site 1.6.5 Extending the system 1.6.6 Bu 1.7 a Brief History of Physically Based Rendering 48 7.2 Further readine 53 Exercise 55 CONTENTS CHAPTER 02. GEOMETRY AND TRANSFORMATIONS 57 2.1 Coordinate Systems 57 2.1 te System Handedness 2.2 Vectors 59 2.2.1 Dot and cross product Normalization 2.2.3 Miscellaneous operations 2.2.4 Coordinate System from a Vector 2.3 Points 67 2.4 Normals 2.5 Ra 2.5.1 Ray differentials 74 2.6 Bounding boxes 75 2.7 Transformations 81 2.7.1 Homogeneous Coordinates 2.7.2 Basic Operations 2.7.3 Translations 2.7.4 Scaling 2.7.5 x,y,and z Axis rotations 8888 2.7.6 Rotation around an arbitrary axi 2.7.7 The look-At transformation 2.8 Applying Transformations 93 2.8.1 Points 2.8.2 2.8.3 Normals 2.8.4 2.8.5 Bounding boxes 2.8.6 Composition of Transformations 2.8.7 Transformations and Coordinate System handedness 2.9 Animating transformations 97 2.9.1 Quaternions 2.9.2 Quaternion Interpolation 101 2.9.3 AnimatedTransform Implementation 103 2.9.4 Bounding Moving Bounding Boxes 107 2.10 Interactions 114 2.10.1 Surface Interaction 116 Further readin g 120 Exercises 121 CHAPTER O3 SHAPES 123 Basic Shape Interface 123 3.1.1 B 124 3.1.2 Ray-Bounds Intersections An asterisk denotes a section with advanced content that can be skipped on a first reading

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