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Physically Based Rendering: From Theory to Implementation

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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, written in a style called literate programming that mixes text describing the system with the code that implements it. Literate programming gives an introduction to working with programs of this size. This pairing of text and code offers the most complete and in-depth book available for understanding, designing, and building physically realistic rendering systems.

1200 pages, Kindle Edition

First published August 4, 2004

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Matt Pharr

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Displaying 1 - 7 of 7 reviews
Profile Image for John.
Author 3 books7 followers
December 23, 2014
I re-read this again recently (also the second edition). It has a lot of good information that isn't trivial to find in collected sources. However, there are a couple large flaws. One, the book is way too large for what it is. There's a lot of time spent on design choices of pbrt, which probably aren't that interesting unless you're using pbrt itself. If one works in the field, one might consider some of it naive. Moreover, when describing algorithms, despite allocated enormous amounts of space to the description, the core thread is often poorly explicated. Even knowing how these algorithms work, there were times it seemed a bit puzzling. So, short form, this could be a better book if 66% of it was cut (not specific sections, just that the pressure that that would require would in turn force better editing and clarity).

Still, overall, it is a good point for reaching into a mass of research literature and discusses many of the core topics in the field.
11 reviews
January 17, 2012
Well, I received this books along with tens of other graphic books, as I was very committed to learn real-time rendering at the time. While it didn't initially help me out, it has won a permanent place on my desk as my first reference on theory. While it might seem from the outset it would be highly specialized towards physically based rendering, the vast majority of the book is useful to all graphics programmers, raytracers especially. Highlights include two chapters on sampling theory and two on montecarlo methods. It's hard to fault it on any subject, perhaps from the fact there's a curious absence of animation, and some of the chapters can feel a bit too introductory. But it's already quite a quite heavy volume.

Important to note that all pictures are nice, glossy, full-color and there's loads of them. Typography and writing are equally excellent.

So, if you're a raytracer, or an OpenGL/DirectX programmer looking for some information on fundamental theory, I suggest you look no further.
Profile Image for Aaron Shey.
25 reviews
September 3, 2024
the journey of computer graphics never end. it's been three years and I still come back to this book. here's to the next thirty.
140 reviews7 followers
July 18, 2025
I haven't read the whole thing (or even most of it), but what I have read is incredible. Working through it would be a major accomplishment, but it is a great reference. At some point I'd love to either modify their ray tracer or build up my own by following along with the book.
1 review1 follower
April 1, 2018
Awesome book!
An example on how to write technical books for layman readers!!!
Displaying 1 - 7 of 7 reviews

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