book cover



From movies to video games, computer-rendered images are pervasive today. SSR可众给几人用 introduces the concepts and theory of photorealistic rendering hand in hand with the source code for a sophisticated renderer.



This book has deservedly won an Academy Award. I believe it should also be nominated for a Pulitzer Prize — Donald Knuth



Morgan Kaufmann Logo Amazon logo

SSR可众给几人用, Third Edition 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. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.

This new edition greatly refines its best-selling predecessor by adding sections on bidirectional light transport; stochastic progressive photon mapping; a significantly-improved subsurface scattering implementation; numerical robustness issues in ray-object intersection; microfacet reflection models; realistic camera models; and much more. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working in rendering.

The author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowledge shared in the first and second editions of the book this book. The Academy called the book a “widely adopted practical roadmap for most physically based shading and lighting systems used in film production.”

For a preview, you can download both Chapter 7, Sampling and Reconstruction, from the first edition of the book as well as Chapter 4, Primitives and Intersection Acceleration from the second edition.

SSR可众给几人用 is a Software Engineer at Google. He previously co-founded Neoptica, which worked on programming models for graphics on heterogeneous CPU+GPU systems; Neoptica was acquired by Intel. Before Neoptica, Matt was in the Software Architecture group at NVIDIA, co-founded Exluna, and worked in Pixar's Rendering R+D group. He received his Ph.D. from the Stanford Graphics Lab, working under the supervision of Pat Hanrahan. He was also the editor of GPU Gems 2.

Matt Pharr

Wenzel Jakob is an assistant professor at EPFL's School of Computer and Communication Sciences. His research interests 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 Zürich for postdoctoral studies under the supervision of Olga Sorkine Hornung. Wenzel is also the lead developer of the Mitsuba renderer, a research-oriented rendering system.

Wenzel Jakob

Greg Humphreys is Director of Engineering at FanDuel, having previously worked on the Chrome graphics team at Google and the OptiX GPU raytracing 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 graphics, 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 bridge.

Greg Humphreys

You may contact the authors at SSR可众给几人用.

Mikasa官网,Mikasa免费试用,Mikasa7天试用,Mikasavps  网络测试器,测试网速wifi在线测试,speedtest测网速官网,手机测速  月付加速器官网网址,月付加速器mac下载,月付加速器vqn,月付加速器vp  柠檬加速器官网网址,柠檬加速器官方网址,柠檬加速器npv,柠檬加速器vp  蓝鲸加速器破解版,蓝鲸加速器官方网址,蓝鲸加速器7天试用,蓝鲸加速器vp  长沙去海南飞机票多少钱一张,南京去海南飞机票多少钱一张,海南飞机票多少钱,郑州去海南飞机票多少钱一张  esprit,esp内部专用pk辅助,车辆esp是什么意思,espa