Physically Based Rendering by Matt Pharr, Greg Humphreys
Published August 2004
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Summary 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.
The companion CD-ROM includes the source code for a complete rendering system for Windows, Mac OS X, and Linux—with many of the features found in high-quality commercial systems.
The system is written in the literate programming style that describes concepts in a natural progression, and its plug-in architecture makes the system's basic structure transparent and allows for new features to be added easily.
The rendering system implements a number of newer or difficult-to-implement algorithms and techniques, including subdivision surfaces, Monte Carlo light transport, and volumetric scattering.
This book is one of my favorites on the topic of image synthesis (though I may be biased, I know one of the authors). It ranks up there with glassner's "principals of digital image synthesis" and Jensen's "realistic image synthesis with photon mapping." As somebody who has been required to modify the rendering system distributed with this book, I can say with authority that you will learn a lot from playing with the code.
I'm surprised this wonderfull book have't yet got a review not less because of fact that this book is to ray tracing what Fooley, van Dam etc was once for general computer graphics. It covers broad range of topics - all from vector math to photon mapping & some software enginering needed to implement pretty advanced ray tracer. Code included with book is documented along as book is written which results in good udnerstaning of code and ability to jump into it. This book doesn't skim over any detail, it really explains all grifty-nifty details of algorithms and their implementations. Language used is elegant and easy to understand - never boring like is case of some other notable text books (at least for me - a student of computer science with english as third language and begginer in topic of raytracing :)). Hard cover and quality paper is an additional plus for this edition. I recommend this book as a must have to anyone with interest in ray tracing.