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Front Cover
Inside Front Cover
Physically Based Rendering: From Theory to Implementation
Copyright
Dedication
About the Authors
Contents
Preface
AUDIENCE
OVERVIEW AND GOALS
CHANGES BETWEEN THE FIRST AND SECOND EDITIONS
CHANGES BETWEEN THE SECOND AND THIRD EDITIONS
ACKNOWLEDGMENTS
ABOUT THE COVER
ADDITIONAL READING
CHAPTER 01: INTRODUCTION
1.1 LITERATE PROGRAMMING
1.2 PHOTOREALISTIC RENDERING AND THE RAY-TRACING ALGORITHM
1.3 pbrt: SYSTEM OVERVIEW
1.4 PARALLELIZATION OF pbrt
1.5 HOW TO PROCEED THROUGH THIS BOOK
1.6 USING AND UNDERSTANDING THE CODE
1.7 A BRIEF HISTORY OF PHYSICALLY BASED RENDERING
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 BOUNDING BOXES
2.7 TRANSFORMATIONS
2.8 APPLYING TRANSFORMATIONS
2.9 ANIMATING TRANSFORMATIONS
2.10 INTERACTIONS
FURTHER READING
EXERCISES
CHAPTER 03: SHAPES
3.1 BASIC SHAPE INTERFACE
3.2 SPHERES
3.3 CYLINDERS
3.4 DISKS
3.5 OTHER QUADRICS
3.6 TRIANGLE MESHES
3.7 CURVES
3.8 SUBDIVISION SURFACES
3.9 MANAGING ROUNDING ERROR
FURTHER READING
EXERCISES
CHAPTER 04: PRIMITIVES AND INTERSECTION ACCELERATION
4.1 PRIMITIVE INTERFACE AND GEOMETRIC PRIMITIVES
4.2 AGGREGATES
4.3 BOUNDING VOLUME HIERARCHIES
4.4 KD-TREE ACCELERATOR
FURTHER READING
EXERCISES
CHAPTER 05: COLOR AND RADIOMETRY
5.1 SPECTRAL REPRESENTATION
5.2 THE SampledSpectrum CLASS
5.3 RGBSpectrum IMPLEMENTATION
5.4 RADIOMETRY
5.5 WORKING WITH RADIOMETRIC INTEGRALS
5.6 SURFACE REFLECTION
FURTHER READING
EXERCISES
CHAPTER 06: CAMERA MODELS
6.1 CAMERA MODEL
6.2 PROJECTIVE CAMERA MODELS
6.3 ENVIRONMENT CAMERA
6.4 REALISTIC CAMERAS
FURTHER READING
EXERCISES
CHAPTER 07: SAMPLING AND RECONSTRUCTION
7.1 SAMPLING THEORY
7.2 SAMPLING INTERFACE
7.3 STRATIFIED SAMPLING
7.4 THE HALTON SAMPLER
7.5 (0, 2)-SEQUENCE SAMPLER
7.6 MAXIMIZED MINIMAL DISTANCE SAMPLER
7.7 SOBOL’ SAMPLER
7.8 IMAGE RECONSTRUCTION
7.9 FILM AND THE IMAGING PIPELINE
FURTHER READING
EXERCISES
CHAPTER 08: REFLECTION MODELS
8.1 BASIC INTERFACE
8.2 SPECULAR REFLECTION AND TRANSMISSION
8.3 LAMBERTIAN REFLECTION
8.4 MICROFACET MODELS
8.5 FRESNEL INCIDENCE EFFECTS
8.6 FOURIER BASIS BSDFs
FURTHER READING
EXERCISES
CHAPTER 09: MATERIALS
9.1 BSDFs
9.2 MATERIAL INTERFACE AND IMPLEMENTATIONS
9.3 BUMP MAPPING
FURTHER READING
EXERCISES
CHAPTER 10: TEXTURE
10.1 SAMPLING AND ANTIALIASING
10.2 TEXTURE COORDINATE GENERATION
10.3 TEXTURE INTERFACE AND BASIC TEXTURES
10.4 IMAGE TEXTURE
10.5 SOLID AND PROCEDURAL TEXTURING
10.6 NOISE
FURTHER READING
EXERCISES
CHAPTER 11: VOLUME SCATTERING
11.1 VOLUME SCATTERING PROCESSES
11.2 PHASE FUNCTIONS
11.3 MEDIA
11.4 THE BSSRDF
FURTHER READING
EXERCISES
CHAPTER 12: LIGHT SOURCES
12.1 LIGHT EMISSION
12.2 LIGHT INTERFACE
12.3 POINT LIGHTS
12.4 DISTANT LIGHTS
12.5 AREA LIGHTS
12.6 INFINITE AREA LIGHTS
FURTHER READING
EXERCISES
CHAPTER 13: MONTE CARLO INTEGRATION
13.1 BACKGROUND AND PROBABILITY REVIEW
13.2 THE MONTE CARLO ESTIMATOR
13.3 SAMPLING RANDOM VARIABLES
13.4 METROPOLIS SAMPLING
13.5 TRANSFORMING BETWEEN DISTRIBUTIONS
13.6 2D SAMPLING WITH MULTIDIMENSIONAL TRANSFORMATIONS
13.7 RUSSIAN ROULETTE AND SPLITTING
13.8 CAREFUL SAMPLE PLACEMENT
13.9 BIAS
13.10 IMPORTANCE SAMPLING
FURTHER READING
EXERCISES
CHAPTER 14: LIGHT TRANSPORT I: SURFACE REFLECTION
14.1 SAMPLING REFLECTION FUNCTIONS
14.2 SAMPLING LIGHT SOURCES
14.3 DIRECT LIGHTING
14.4 THE LIGHT TRANSPORT EQUATION
14.5 PATH TRACING
FURTHER READING
EXERCISES
CHAPTER 15: LIGHT TRANSPORT II: VOLUME RENDERING
15.1 THE EQUATION OF TRANSFER
15.2 SAMPLING VOLUME SCATTERING
15.3 VOLUMETRIC LIGHT TRANSPORT
15.4 SAMPLING SUBSURFACE REFLECTION FUNCTIONS
15.5 SUBSURFACE SCATTERING USING THE DIFFUSION EQUATION
FURTHER READING
EXERCISES
CHAPTER 16: LIGHT TRANSPORT III: BIDIRECTIONAL METHODS
16.1 THE PATH-SPACE MEASUREMENT EQUATION
16.2 STOCHASTIC PROGRESSIVE PHOTON MAPPING
16.3 BIDIRECTIONAL PATH TRACING
16.4 METROPOLIS LIGHT TRANSPORT
FURTHER READING
EXERCISES
CHAPTER 17: RETROSPECTIVE AND THE FUTURE
17.1 DESIGN RETROSPECTIVE
17.2 ALTERNATIVE HARDWARE ARCHITECTURES
17.3 CONCLUSION
APPENDIXE A: UTILITIES
A.1 MAIN INCLUDE FILE
A.2 IMAGE FILE INPUT AND OUTPUT
A.3 COMMUNICATING WITH THE USER
A.4 MEMORY MANAGEMENT
A.5 MATHEMATICAL ROUTINES
A.6 PARALLELISM
A.7 STATISTICS
FURTHER READING
EXERCISES
APPENDIXE B: SCENE DESCRIPTION INTERFACE
B.1 PARAMETER SETS
B.2 INITIALIZATION AND RENDERING OPTIONS
B.3 SCENE DEFINITION
B.4 ADDING NEW OBJECT IMPLEMENTATIONS
FURTHER READING
EXERCISES
APPENDIXE C: INDEX OF FRAGMENTS
APPENDIXE D: INDEX OF CLASSES AND THEIR MEMBERS
APPENDIXE E: INDEX OF MISCELLANEOUS IDENTIFIERS
References
Subject Index
Inside Back Cover
Back Cover
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. The holistic approach of literate programming results in a clear logic of an easy-to-study text. 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 Keller Director of Research, NVIDIA
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Physically Based Rendering FROM THEORY TO IMPLEMENTATION THIRD EDITION MATT PHARR WENZEL JAKOB GREG HUMPHREYS AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO Morgan Kaufmann is an imprint of Elsevier
Morgan Kaufmann is an imprint of Elsevier 50 Hampshire Street, 5th Floor, Cambridge, MA 02139, USA © 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 Publisher’s permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.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 ISBN: 978-0-12-800645-0 For information on all Morgan Kaufmann publications visit our website at https://www.elsevier.com/ Publisher: Todd Green Editorial Project Manager: Production Project Manager: Mohana Natarajan Cover Designer: Victoria Pearson Jennifer Pierce Typeset by: Windfall Software and SPi global
To Deirdre, who even let me bring the manuscript on our honeymoon. To Olesya, who thought it was cute that my favorite book is a computer program. M. P. W. J. To Isabel and Leila, the two most extraordinary people I’ve ever met. May your pixels never be little squares. G. H.
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 F´ed´erale 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 Z¨urich for post- doctoral studies under the supervision of Olga Sorkine Hornung. Wenzel is also the lead developer of the Mitsuba renderer, a research-oriented rendering system. Greg Humphreys is Director of Engineering at FanDuel, 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 bridge.
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