Concentrating on the "nuts and bolts" of writing ray tracing programs, this new and revised edition emphasizes practical and implementation issues and takes the reader through all the details needed to write a modern rendering system. Most importantly, the book adds many C++ code segments, and adds new details to provide the reader with a better intuitive understanding of ray tracing algorithms.
Librarian Note: There is more than one author in the Goodreads database with this name.
This Peter Shirley is an American computer scientist and computer graphics researcher, Distinguished Scientist at NVIDIA.
He earned his PhD in computer science from the University of Illinois, Urbana-Champaign in 1991. He then joined the faculty at Indiana University as an assistant professor. From 1994 to 1996 he was a visiting professor at Cornell University. He then joined the faculty at the University of Utah, where he taught until 2008 when he joined NVIDIA as a research scientist. (source: Wikipedia)
Not as good as I hoped. Perhaps I was a bit spoiled by the clear exposition in the Physically Based Rendering book. A lot of the choices made in the renderer described in the book aren't weighed or particularly justified but just described which doesn't aid understanding too much.