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Physically based rendering : from theory to implementation /

""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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Pharr, Matt (Autor), Humphreys, Greg, Ph. D. (Autor), Jakob, Wenzel (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, MA : Morgan Kaufmann, [2017]
Edición:Third edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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049 |a UAMI 
100 1 |a Pharr, Matt,  |e author. 
245 1 0 |a Physically based rendering :  |b from theory to implementation /  |c Matt Pharr, Wenzel Jakob, Greg Humphreys. 
250 |a Third edition. 
264 1 |a Cambridge, MA :  |b Morgan Kaufmann,  |c [2017] 
264 4 |c ©2017 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Online resource; title from title page (Safari, viewed October 26, 2016). 
504 |a Includes bibliographical references and indexes. 
505 0 |a Front Cover; Physically Based Rendering: From Theory to Implementation; Copyright Page; Content; Foreword; Preface; CHAPTER 01. INTRODUCTION; 1.1 Literate Programming; 1.2 Photorealistic Rendering and the Ray-Tracing Algorithm; 1.3 pbrt: System Overview; 1.4 How to Proceed through This Book; 1.5 Using and Understanding the Code; Further Reading; Exercise; CHAPTER 02. GEOMETRY AND TRANSFORMATIONS; 2.1 Coordinate Systems; 2.2 Vectors; 2.3 Points; 2.4 Normals; 2.5 Rays; 2.6 Three-Dimensional Bounding Boxes; 2.7 Transformations; 2.8 Applying Transformations; 2.9 Differential Geometry 
505 8 |a Further ReadingExercises; CHAPTER 03. SHAPES; 3.1 Basic Shape Interface; 3.2 Spheres; 3.3 Cylinders; 3.4 Disks; 3.5 Other Quadrics; 3.6 Triangles and Meshes; 3.7 Subdivision Surfaces; Further Reading; Exercises; CHAPTER 04. PRIMITVES AND INTERSECTION ACCELERATION; 4.1 Primitive Interface and Geometric Primitives; 4.2 Aggregates; 4.3 Grid Accelerator; 4.4 Kd-Tree Accelerator; Further Reading; Exercises; CHAPTER 05. COLOR AND RADIOMETRY; 5.1 Spectral Representation; 5.2 Basic Radiometry; 5.3 Working with Radiometric Integrals; 5.4 Surface Reflection and the BRDF; Further Reading; Exercises 
505 8 |a CHAPTER 06. CEMERA MODELS6.1 Camera Model; 6.2 Projective Camera Models; 6.3 Environment Camera; Further Reading; Exercises; CHAPTER 07. SAMPLING AND RECONSTRUCTION; 7.1 Sampling Theory; 7.2 Image Sampling Interface; 7.3 Stratified Sampling; 7.4 Low-Discrepancy Sampling; 7.5 Best-Candidate Sampling Patterns; 7.6 Image Reconstruction; Further Reading; Exercises; CHAPTER 08. FILM AND THE IMAGING PIPELINE; 8.1 Film Interface; 8.2 Image Film; 8.3 Image Pipeline; 8.4 Perceptual Issues and Tone Mapping; 8.5 Final Imaging Pipeline Stages; Further Reading; Exercises; CHAPTER 09. REFLECTION MODELS 
505 8 |a 9.1 Basic Interface9.2 Specular Reflection and Transmission; 9.3 Lambertian Reflection; 9.4 Microfacet Models; 9.5 Lafortune Model; 9.6 Fresnel Incidence Effects; Further Reading; Exercises; CHAPTER 10. MATERIALS; 10.1 BSDFs; 10.2 Material Interface and Implementations; 10.3 Bump Mapping; Further Reading; Exercises; CHAPTER 11. TEXTURE; 11.1 Sampling and Antialiasing; 11.2 Texture Coordinate Generation; 11.3 Texture Interface and Basic Textures; 11.4 Image Texture; 11.5 Solid and Procedural Texturing; 11.6 Noise; Further Reading; Exercises; CHAPTER 12. VOLUME SCATTERING 
505 8 |a 12.1 Volume Scattering Processes12.2 Phase Functions; 12.3 Volume Interface and Homogeneous Media; 12.4 Varying-Density Volumes; 12.5 Volume Aggregates; Further Reading; Exercises; CHAPTER 13. LIGHT SOURCES; 13.1 Light Interface; 13.2 Point Lights; 13.3 Distant Lights; 13.4 Area Lights; 13.5 Infinite Area Lights; Further Reading; Exercises; CHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS; 14.1 Background and Probability Review; 14.2 The Monte Carlo Estimator; 14.3 Sampling Random Variables; 14.4 Transforming between Distributions; 14.5 2D Sampling with Multidimensional Transformations 
520 |a ""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 From movies to video games, computer-rendered i. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional display systems. 
650 0 |a Image processing  |x Digital techniques. 
650 6 |a Infographie. 
650 6 |a Affichage tridimensionnel. 
650 6 |a Traitement d'images  |x Techniques numériques. 
650 7 |a computer graphics.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a digital imaging.  |2 aat 
650 7 |a Computer graphics.  |2 fast  |0 (OCoLC)fst00872119 
650 7 |a Image processing  |x Digital techniques.  |2 fast  |0 (OCoLC)fst00967508 
650 7 |a Three-dimensional display systems.  |2 fast  |0 (OCoLC)fst01150324 
700 1 |a Humphreys, Greg,  |c Ph. D.,  |e author. 
700 1 |a Jakob, Wenzel,  |e author. 
856 4 0 |u https://learning.oreilly.com/library/view/~/9780128007099/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
938 |a ProQuest MyiLibrary Digital eBook Collection  |b IDEB  |n cis36494207 
994 |a 92  |b IZTAP