Wednesday, September 14, 2016

Free Download Physically Based Rendering: From Theory to Implementation

Free Download Physically Based Rendering: From Theory to Implementation

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Physically Based Rendering: From Theory to Implementation

Physically Based Rendering: From Theory to Implementation


Physically Based Rendering: From Theory to Implementation


Free Download Physically Based Rendering: From Theory to Implementation

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Physically Based Rendering: From Theory to Implementation

Review

"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."--Per Christensen Senior Software Developer, RenderMan Products Pixar Animation Studios "Intended for graduate or advanced undergraduate students in a computer graphics course, this large volume provides a comprehensive examination of complex rendering algorithms and demonstrates, through detailed examination of source code and example projects, the practical development and application of cutting edge image creation and processing software. This second edition is updated to reflect current technologies and contains updated information on relevant recent hardware improvements such as advanced multi-core processors as well as an increased focus on production graphics techniques. The text includes numerous illustrations, code examples, and formulas as well as recommendations for further reading and chapter exercises. Pharr is a principle engineer for Intel and Humphreys is an engineer for NVIDIA and a former professor of computer science at the University of Virginia."--SciTech Book News "Pharr and Humphreys’ textbook is beautifully typeset, thoroughly indexed, unendingly cross-referenced, extensively illustrated, and printed in full color. Given its unconventional preparation style, this textbook stands out because of its descriptions of the tradeoffs involved in developing a complete working renderer. Although somewhat verbose at times, the discussions of design tradeoffs and performance considerations are an excellent complement to the more traditional coverage of the theory behind photorealistic rendering. C++ idioms sometimes get in the way of more elegant solutions, but their use is always reasonably justified. If you are just looking for a general introduction to image synthesis and rendering, standard graphics textbooks [2] might fit the bill; however, if you intend to develop your own renderer or try out new ideas, this textbook provides an excellent starting point."--Computing Reviews.com

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From the Back Cover

Physically Based Rendering, 2nd 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.

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Product details

Hardcover: 1200 pages

Publisher: Morgan Kaufmann; 2 edition (July 12, 2010)

Language: English

ISBN-10: 0123750792

ISBN-13: 978-0123750792

Product Dimensions:

7.5 x 1.8 x 9.2 inches

Shipping Weight: 5.2 pounds

Average Customer Review:

4.0 out of 5 stars

26 customer reviews

Amazon Best Sellers Rank:

#1,000,952 in Books (See Top 100 in Books)

When that kindle edition was on sale, I ordered that print replica version instead of regular kindle edition (mobi). I had a PDF-version copy for a while but they altered my digital order with kindle edition instead without my knowledge. Later kindle app automatically re-downloaded it from cloud storage. I ended up mobi version instead that it does not allow me to zoom anymore. However, Elsevier store website still offers PDF version for both editions of that book. That's why I prefer PDF version over MOBI version and I will order PDF version for both books (1st and 2nd editions) soon. Rated 1 star.Also I have print book and reviewed book. That is very good information for ray-tracing programming but it is not for beginners. It requires knowledge of Calculus and Linear Algebra. I researched about that and found some interesting articles like realistic camera lens that uses complex mathematics to render everything as if real camera take photos. I am so impressed. Some day I will learn how to write a program to simulate real camera lens. Rated 5 stars.Overall ratings: 3 stars.

I think seems be a very thorough discussion of PBR within the context of raytracing. If you are going to be working with real time rendering, you might be better off looking elsewhere. The math is quite advanced and assumes a lot of prior knowledge (a lot of it is above my head). This is definitely a graduate level text book.

ok, I should not repeat what people already said about the first edition - this book is definitely great, outstanding, and it covers both theory and implementation indeedI also will not repeat what you can find in th preface - thanks to editor you can preview the book and find what it is about and how it differs from the first edition. The preview also contains three chapters, it is more than enough to give you an understanding what kind of book is it. So, please, no this "I whant to render nice pictures, and this book is full of formulas and program code" comments.No CDs included, because the renderer source code is available on the book web site (mentioned in the introductory chapter)I just whant to add something to "About the Authors" because things about them changed more than a little bit, and because you could not find this information here.(from the back-cover)Matt Pharr co-founded both Exluna (acquired by NVIDIA) and Neoptica (acquired by Intel), and has also worked in Pixar's Rendering R&D group.Greg Humphreys is the software lead for the OptiX ray tracing engine at NVIDIA [OptiX is GPU-accelerated rt toolkit, you can find it on NVIDIA developer site - V.I.]So, as you can see, the authors are trustworthy, at least in this area :).

So far the content seems good but the kindle edition suffers greatly. All of the page number cross referencing is broken and there's absolutely no way to figure out which location in the kindle edition corresponds to which page in the print book.

This is not a comment about the book contents but simply a big warning for the digital format. Almost all equations were simply images scanned from the books. And reference links or cited pages were either wrong or dead. Why the hell there's a kindle version anyway? And such bad qualities and useless print still costs 58 USD, hard-cover is only 5 bucks more. I know I'm stupid, but please stop scamming money out of nerds.

A must have book. Fullstop. The kindle version is so-so, poor rendering (...) of the equation.

It is a decent book, but I don't particularly like the style. The code is a major feature of the book, but I don't think it adds much beyond the information provided in the prose. I also found the code to be too fragmented into tiny snippets with tons of references between snippets. The authors assume that snippets no longer than 7 lines helps understanding, but I find that scattering a logically contiguous piece of code across a chapter makes it harder to understand.

Very complete book, covers all major aspects of the subject. Although I was expecting to have more "real-time oriented" matter.

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Physically Based Rendering: From Theory to Implementation PDF
Physically Based Rendering: From Theory to Implementation PDF

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