Physically Based Rendering: From Theory to ImplementationPhysically 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 humanreadable 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 fullfeatured rendering system for creating stunning imagery. This new edition greatly refines its bestselling 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 multiplescattering integrators. These updates reflect the current stateoftheart 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 author team of Matt Pharr, Greg Humphreys, and Pat Hanrahan garnered a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences based on the knowlege shared in this book.The Academy called the book a "widely adopted practical roadmap for most physically based shading and lighting systems used in film production."

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Contents
Introduction  1 
Geometry and Transformations  55 
Shapes  107 
Primitives and Intersection Acceleration  183 
Color and Radiometry  261 
Camera Models  301 
Sampling and Reconstruction  323 
Reflection Models  423 
Light Transport I Surface Reflection  739 
Light Transport II Volume Rendering  873 
Light Transport III Precomputed Light Transport  925 
Retrospective and the Future  989 
Utilities  999 
Scene Description Interface  1045 
Index of Fragments  1077 
Index of Classes and their Members  1091 
Materials  477 
Texture  501 
Volume Scattering  575 
Light Sources  605 
Monte Carlo Integration I Basic Concepts  637 
Monte Carlo Integration II Improving Efficiency  679 
Index of Miscellaneous Identifiers  1101 
1105  
1143  
From Theory to Implementation  1169 