Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Cover image Title page Table of Contents Inside Front Cover Copyright Dedication About the Authors Preface
Audience Overview and goals Changes between the first and second editions Changes between the second and third editions Acknowledgments About the cover Additional reading
01: Introduction
1.1 Literate programming 1.2 Photorealistic rendering and the ray-tracing algorithm 1.3 pbrt: System overview 1.4 Parallelization of pbrt 1.5 How to proceed through this book 1.6 Using and understanding the code 1.7 A brief history of physically based rendering Further reading Exercise
02: Geometry and Transformations
2.2 Vectors 2.3 Points 2.4 Normals 2.5 Rays 2.6 Bounding boxes 2.7 Transformations 2.8 Applying transformations 2.9 *Animating transformations 2.10 Interactions Further reading Exercises
03: Shapes
3.1 Basic shape interface 3.2 Spheres 3.3 Cylinders 3.4 Disks 3.5 Other quadrics 3.6 Triangle meshes * 3.7 Curves *3.8 Subdivision surfaces * 3.9 Managing rounding error Further reading Exercises
04: Primitives and Intersection Acceleration
4.1 Primitive interface and geometric primitives 4.2 Aggregates 4.3 Bounding volume hierarchies 4.4 Kd-tree accelerator Further reading Exercises
05: Color and Radiometry
5.1 Spectral representation 5.2 The sampledSpectrum class 5.3 RGBSpectrum implementation 5.4 Radiometry 5.5 Working with radiometric integrals 5.6 Surface reflection Further reading Exercises
06: Camera Models
6.1 Camera model 6.2 Projective camera models 6.3 Environment camera *6.4 Realistic cameras Further reading Exercises
07: Sampling and Reconstruction
7.1 Sampling theory 7.2 Sampling interface 7.3 Stratified sampling * 7.4 The halton sampler * 7.5 (0, 2)-Sequence sampler * 7.6 Maximized minimal distance sampler * 7.7 Sobol’ sampler 7.8 Image reconstruction 7.9 Film and the imaging pipeline FURTHER READING Exercises
08: Reflection Models
8.1 Basic interface 8.2 Specular reflection and transmission 8.3 Lambertian reflection 8.4 Microfacet models 8.5 Fresnel incidence effects 8.6 Fourier basis BSDFs 8.6.1 Spline interpolation Further reading Exercises
09: Materials
9.1 BSDFs 9.2 Material interface and implementations 9.3 Bump mapping Further reading Exercises
10: Texture
10.1 Sampling and antialiasing 10.2 Texture coordinate generation 10.3 Texture interface and basic textures 10.4 Image texture 10.5 Solid and procedural texturing 10.6 Noise Further reading Exercises
11: Volume Scattering
11.1 Volume scattering processes 11.2 Phase functions 11.3 Media 11.4 The bssrdf Further reading Exercises
12: Light Sources
12.1 Light emission 12.2 Light interface 12.3 Point lights 12.4 Distant lights 12.5 Area lights 12.6 Infinite area lights Further reading Exercises
13: Monte Carlo Integration
13.1 Background and probability review 13.2 The monte carlo estimator 13.3 Sampling random variables *13.4 Metropolis sampling 13.5 Transforming between distributions 13.6 2D Sampling with multidimensional transformations 13.7 Russian roulette and splitting 13.8 Careful sample placement 13.9 Bias 13.10 Importance sampling Further reading Exercises
14: Light Transport I: Surface Reflection
14.1 Sampling reflection functions 14.2 Sampling light sources 14.3 Direct lighting 14.4 The light transport equation 14.5 Path tracing Further reading Exercises
15: Light Transport II: Volume Rendering
15.1 The equation of transfer 15.2 Sampling volume scattering 15.3 Volumetric light transport *15.4 Sampling subsurface reflection functions *15.5 Subsurface scattering using the diffusion equation Further reading Exercises
*16: Light Transport III: Bidirectional Methods
16.1 The path-space measurement equation 16.2 Stochastic progressive photon mapping 16.3 Bidirectional path tracing 16.4 Metropolis light transport Further reading Exercises
17: Retrospective and the Future
17.1 Design retrospective 17.2 Alternative hardware architectures 17.3 Conclusion
A: Utilities
A.1 Main include file A.2 Image file input and output A.3 Communicating with the user A.4 Memory management A.5 Mathematical routines A.6 Parallelism A.7 Statistics Further reading Exercises
B: Scene Description Interface
B.1 Parameter sets B.2 Initialization and rendering options B.3 Scene definition B.4 Adding new object implementations Further reading Exercises
C: Index of Fragments D: Index of Classes and their Members E: Index of Miscellaneous Identifiers References Subject Index Physically Based Rendering
From Theory to Implementation
Inside Back Cover
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion