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From movies to video games, computer-rendered images are pervasive today. Physically Based
Rendering introduces the concepts and theory of photorealistic rendering hand in hand with the
source code for a sophisticated renderer. By coupling the discussion of rendering algorithms with
their implementations, Matt Pharr and Greg Humphreys are able to reveal many of the details and
subtleties of these algorithms. But this book goes further; it also describes the design strategies
involved with building real systems—there is much more to writing a good renderer than stringing
together a set of fast algorithms. For example, techniques for high-quality antialiasing must be
considered from the start, as they have implications throughout the system. The rendering system
described in this book is itself highly readable, written in a style called literate programming that
mixes text describing the system with the code that implements it. Literate programming gives a
gentle introduction to working with programs of this size. This lucid pairing of text and code offers
the most complete and in-depth book available for understanding, designing, and building
physically realistic rendering systems.
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
forthcoming second edition. |
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