Physically Based Rendering, Second 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. The result is a stunning achievement in graphics education. 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 streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. 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 with images, whether it is for film, video, photography, digital design, visualization, or gaming. * The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences * New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more * Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux: visit www.pbrt.org * Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described
Describing both the mathematical theory behind a modern photorealistic rendering system and its practical implementation, this book will teach users how to design and employ a fully-featured ...rendering system for creating stunning imagery. --
Physically Based Rendering, Second 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. The result is a stunning achievement in graphics education. 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 streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators.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 with images, whether it is for film, video, photography, digital design, visualization, or gaming.The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and SciencesNew sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much moreIncludes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux: visit www.pbrt.orgCode and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described
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.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 scatteringProvides the source code for a complete rendering system allowing readers to get up and running fastIncludes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first describedServes as an essential resource on physically-based rendering
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.
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 scatteringProvides the source code for a complete rendering system allowing readers to get up and running fastIncludes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first describedServes as an essential resource on physically-based rendering
This chapter discusses how precomputed data can be reused in rendering by applying precomputed light transport algorithms in pbrt software. Artists modeling scenes generally desire quick feedback, ...and many applications require not just faster rendering but also full interactivity. It is desirable that the images generated by interactive rendering share in the benefits of the improvements in light transport algorithms of recent years. A variety of precomputed light transport algorithms have been developed to this end. The general idea is to separate the complete rendering computation into a portion that can be performed offline in a preprocess and stored in a data structure, such that the results can then be incorporated into the final rendering computation later. When rendering a walkthrough of a scene (where only the camera position changed from frame to frame, and the objects, materials, and lights stayed the same), the same photon map could be reused across all of the frames of the animation, saving the cost of recomputing it.
Chapter Ten - Texture Humphreys, Greg; Pharr, Matt
Physically Based Rendering,
2010
Book Chapter
This chapter describes a set of interfaces and classes that allows incorporation of texture into material models. The materials are based on various parameters that describe their characteristics ...(diffuse reflectance, glossiness, etc.). Because real-world material properties typically vary over surfaces, it is necessary to be able to describe these patterns in some manner. In pbrt software, because the texture abstractions are defined in a way that separates the pattern generation methods from the material implementations, it is easy to combine them in arbitrary ways, thereby making it easier to create a wide variety of appearances. In pbrt, a texture is an extremely general concept: it is a function that maps points in some domain (e.g., a surface's (u, v) parametric space or (x, y, z) object space) to values in some other domain. A wide variety of implementations of texture classes are available in the pbrt system. Textures may be a source of high-frequency variation in the final image. The chapter begins by discussing the problem of texture aliasing and general approaches that can be implemented to solve it. It describes the basic texture interface and illustrates its use with a few simple texture functions. Furthermore, the chapter presents a variety of more complex texture implementations, demonstrating the use of a number of different texture antialiasing techniques along the way.
This chapter looks back at some of the details of the complete pbrt system, discusses some design alternatives, and also discusses some potential major extensions to the system. pbrt represents one ...single point in the space of rendering system designs. pbrt represents one single point in the space of rendering system designs. The basic decisions win pbrt are that ray tracing would be the geometric visibility algorithm used, that physical correctness would be a cornerstone of the system, and that Monte Carlo would be the main approach used for numerical integration; all these have pervasive implications for the system's design. One of the basic assumptions in pbrt's design was that the most interesting types of images to render are images with complex geometry and lighting. One result of these assumptions is that pbrt is relatively inefficient at rendering simple images. Another performance implication of this design approach is that finding the BSDF at a ray intersection is more computationally intensive than it is in renderers that do not expend as much effort filtering textures and computing ray differentials. Another instance where the chosen abstractions impact the overall system efficiency is the range of geometric primitives that the renderer supports. While ray tracing's ability to handle a wide variety of shapes is elegant, this property is not as useful in practice as one might initially expect. Not many shapes that are commonly encountered in real-world scenes can be described well with spheres and cones. An alternative approach to design a ray tracer around a single low-level shape representation like triangles and only operating on this representation throughout much of the pipeline has several advantages which increase performance and remove complexity from the system.