Physically based rendering: from theory to implementation
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam ; Boston ; Heidelberg
Elsevier
[2017]
|
Ausgabe: | Third edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Literaturverzeichnis: Seite 1165-1211 |
Beschreibung: | xxix, 1233 Seiten Illustrationen, Diagramme |
ISBN: | 9780128006450 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV043964955 | ||
003 | DE-604 | ||
005 | 20201002 | ||
007 | t | ||
008 | 161215s2017 a||| |||| 00||| eng d | ||
020 | |a 9780128006450 |9 978-0-1280-0645-0 | ||
035 | |a (OCoLC)968137265 | ||
035 | |a (DE-599)HEB390074136 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-573 |a DE-703 |a DE-858 |a DE-11 |a DE-859 |a DE-91G |a DE-Aug4 |a DE-20 |a DE-898 |a DE-739 | ||
084 | |a ST 320 |0 (DE-625)143657: |2 rvk | ||
084 | |a DAT 758f |2 stub | ||
100 | 1 | |a Pharr, Matt |e Verfasser |0 (DE-588)1199275433 |4 aut | |
245 | 1 | 0 | |a Physically based rendering |b from theory to implementation |c Matt Pharr, Wenzel Jakob, Greg Humphreys |
250 | |a Third edition | ||
264 | 1 | |a Amsterdam ; Boston ; Heidelberg |b Elsevier |c [2017] | |
300 | |a xxix, 1233 Seiten |b Illustrationen, Diagramme | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Literaturverzeichnis: Seite 1165-1211 | ||
650 | 0 | 7 | |a Geometrische Modellierung |0 (DE-588)4156717-1 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Realistische Computergrafik |0 (DE-588)4205002-9 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Rendering |0 (DE-588)4219666-8 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Metamathematik |0 (DE-588)4074759-1 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Softwareentwicklung |0 (DE-588)4116522-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |D s |
689 | 0 | 1 | |a Rendering |0 (DE-588)4219666-8 |D s |
689 | 0 | 2 | |a Softwareentwicklung |0 (DE-588)4116522-6 |D s |
689 | 0 | 3 | |a Metamathematik |0 (DE-588)4074759-1 |D s |
689 | 0 | |5 DE-604 | |
689 | 1 | 0 | |a Realistische Computergrafik |0 (DE-588)4205002-9 |D s |
689 | 1 | 1 | |a Geometrische Modellierung |0 (DE-588)4156717-1 |D s |
689 | 1 | 2 | |a Rendering |0 (DE-588)4219666-8 |D s |
689 | 1 | |8 1\p |5 DE-604 | |
700 | 1 | |a Jakob, Wenzel |e Verfasser |0 (DE-588)112181882X |4 aut | |
700 | 1 | |a Humphreys, Greg |e Verfasser |4 aut | |
856 | 4 | 2 | |m HEBIS Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029373598&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-029373598 | ||
883 | 1 | |8 1\p |a cgwrk |d 20201028 |q DE-101 |u https://d-nb.info/provenance/plan#cgwrk |
Datensatz im Suchindex
_version_ | 1804176925189472257 |
---|---|
adam_text | Physically Based Rendering
PEIM THEBES TGI DMPLEIMIEMTI^TDIM
THIRD EDITION
MATT PHARR
WENZEL JAKOB
GREG HUMPHREYS
AMSTERDAM • BOSTON • HEIDELBERG • LONDON
NEW YORK • OXFORD • PARIS • SAN DIEGO
SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO
ELSEVIER
Morgan Kaufmann is an imprint of Elsevier
MORGAN KAUFMANN PUBLISHERS
PREFACE
CHAPTER 01-
1 1 Literate Programming 1
111 Indexing and Cross-Referencing 3
1 2 Photorealistic Rendering and the Ray-Tracing Algorithm 4
121 Cameras 5
122 Ray-Obj ect Intersections 7
123 Light Distribution 8
124 Visibility 10
125 Surface Scattering 10
126 Indirect Light Transport 11
127 Ray Propagation 13
1 3 pbrt: System Overview 15
131 Phases of Execution 17
132 Scene Representation 19
133 Integrator Interface and Sampler Integrator 24
134 The Main Rendering Loop 26
135 An Integrator for Whitted Ray Tracing 32
1 4 Parallelization of pbrt 38
141 Data Races and Coordination 39
142 Conventions in pbrt 42
143 Thread Safety Expectations in pbrt 43
1 5 How to Proceed through This Book 44
151 The Exercises 45
1 6 Using and Understanding the Code 45
161 Pointer or Reference? 45
162 Abstraction versus Efficiency 46
163 Code Optimization 46
164 The Book Web site 47
165 Extending the System 47
166 Bugs 47
17A Brief History of Physically Based Rendering 48
171 Research 48
172 Production 50
Further Reading 53
Exercise 55
viii
CONTENTS
CHAPTER 02
2 1 Coordinate Systems 57
211 Coordinate System Handedness 58
2 2 Vectors 59
221 Dot and Cross Product 63
222 Normalization 65
223 Miscellaneous Operations 66
224 Coordinate System from a Vector 67
2 3 Points 67
2 4 Normals 71
2 5 Rays 72
251 Ray Differentials 74
2 6 Bounding Boxes 75
2 7 Transformations 81
271 Homogeneous Coordinates 82
272 Basic Operations 84
273 Translations 85
274 Scaling 87
275 x, y, and z Axis Rotations 88
276 Rotation around an Arbitrary Axis 89
277 The Look-At Transformation 91
2 8 Applying Transformations 93
281 Points 93
282 Vectors 93
283 Normals 93
284 Rays 95
285 Bounding Boxes 95
286 Composition of Transformations 96
287 Transformations and Coordinate System Handedness 96
*2 9 Animating Transformations 97
291 Quaternions 99
292 Quaternion Interpolation 101
293 AnimatedTransform Implementation 103
294 Bounding Moving Bounding Boxes 107
2 10 Interactions 114
2 10 1 Surface Interaction 116
Further Reading 120
Exercises 121
CHAPTER 03
3 1 Basic Shape Interface 123
311 Bounding 124
312 Ray-Bounds Intersections 125
* An asterisk denotes a section with advanced content that can be skipped on a first reading
CONTENTS
ix
313 Intersection Tests 129
314 Surface Area 130
315 Sidedness 131
3 2 Spheres 131
321 Bounding 133
322 Intersection Tests 134
*323 Partial Derivatives of Normal Vectors 138
324 Surfacelnteraction Initialization 140
325 Surface Area 141
3 3 Cylinders 142
331 Bounding 143
332 Intersection Tests 144
333 Surface Area 146
3 4 Disks 146
341 Bounding 147
342 Intersection Tests 148
343 Surface Area 150
3 5 Other Quadrics 150
351 Cones 150
352 Paraboloids 151
353 Hyperboloids 152
3 6 Triangle Meshes 152
361 Triangle 155
362 Triangle Intersection 157
363 Shading Geometry 166
364 Surface Area 167
*37 Curves 167
*38 Subdivision Surfaces 181
381 Mesh Representation 184
382 Subdivison 192
*39 Managing Rounding Error 206
391 Floating-Point Arithmetic 208
392 Conservative Ray-Bounds Intersections 220
393 Robust Triangle Intersections 221
394 Bounding Intersection Point Error 222
395 Robust Spawned Ray Origins 230
396 Avoiding Intersections Behind Ray Origins 233
397 Discussion 235
Further Reading 236
Exercises 238
CHAPTER 04 ^5 *t v- ■% , -p
4 1 Primitive Interface and Geometric Primitives 248
411 Geometric Primitives 250
412 TransformedPrimitive: Object Instancing and Animated Primitives 251
4 2 Aggregates 254
CONTENTS
4 3 Bounding Volume Hierarchies 255
431 BVH Construction 257
432 The Surface Area Heuristic 263
433 Linear Bounding Volume Hierarchies 268
434 Compact BVH For Traversal 280
435 Traversal 282
4 4 Kd-Tree Accelerator 284
441 Tree Representation 286
442 Tree Construction 288
443 Traversal 297
Further Reading 302
Exercises 308
CHAPTER 05
5 1 Spectral Representation 313
511 The Spectrum Type 315
512 CoefficientSpectrum Implementation 315
5 2 The SampledSpectrum Class 318
521 XYZ Color 322
522 RGB Color 325
5 3 RGBSpectrum Implementation 331
5 4 Radiometry 334
541 Basic Quantities 335
542 Incident and Exitant Radiance Functions 339
543 Luminance and Photometry 341
5 5 Working with Radiometric Integrals 343
551 Integrals over Projected Solid Angle 343
552 Integrals over Spherical Coordinates 344
553 Integrals over Area 347
5 6 Surface Reflection 348
561 The BRDF 349
562 The BSSRDF 351
Further Reading 352
Exercises 353
CHAPTER 06
6 1 Camera Model 356
611 Camera Coordinate Spaces 358
6 2 Projective Camera Models 358
621 Orthographic Camera 361
622 Perspective Camera 365
623 The Thin Lens Model and Depth of Field 368
6 3 Environment Camera 375
CONTENTS xi
*64 Realistic Cameras 377
641 Lens System Representation 379
642 Tracing Rays through Lenses 382
643 The Thick Lens Approximation 386
644 Focusing 388
645 The Exit Pupil 389
646 Generating Rays 394
647 The Camera Measurement Equation 395
Further Reading 397
Exercises 398
CHAPTER 07
7 1 Sampling Theory 402
711 The Frequency Domain and the Fourier Transform 403
712 Ideal Sampling and Reconstruction 405
713 Aliasing 409
714 Antialiasing Techniques 410
715 Application to Image Synthesis 413
716 Sources of Aliasing in Rendering 414
717 Understanding Pixels 415
7 2 Sampling Interface 416
*7 2 1 Evaluating Sample Patterns: Discrepancy 417
722 Basic Sampler Interface 421
723 Sampler Implementation 425
724 Pixel Sampler 427
725 Global Sampler 428
7 3 Stratified Sampling 432
*74 The Halton Sampler 441
741 Hammersley and Halton Sequences 443
742 Halton Sampler Implementation 450
*7 5 (0,2)-Sequence Sampler 454
751 Sampling with Generator Matrices 45 5
752 Sampler Implementation 462
*7 6 Maximized Minimal Distance Sampler 465
*7 7 Sobol Sampler 467
7 8 Image Reconstruction 472
781 Filter Functions 474
7 9 Film and the Imaging Pipeline 483
791 The Film Class 484
792 Supplying Pixel Values to the Film 488
793 Image Output 494
Further Reading 496
Exercises 501
xii
CONTENTS
CHAPTER 08
8 1 Basic Interface 512
811 Reflectance 514
812 BxDF Scaling Adapter 515
8 2 Specular Reflection and Transmission 516
821 Fresnel Reflectance 516
822 Specular Reflection 523
823 Specular Transmission 526
824 Fresnel-Modulated Specular Reflection and Transmission 531
8 3 Lambertian Reflection 532
8 4 Microfacet Models 533
841 Oren-Nayar Diffuse Reflection 534
842 Microfacet Distribution Functions 537
843 Masking and Shadowing 541
844 The Torrance-Sparrow Model 544
8 5 Fresnel Incidence Effects 549
8 6 Fourier Basis BSDFs 552
861 Spline Interpolation 560
Further Reading 563
Exercises 567
CHAPTER 09 V? ATE AS S W7 f
9 1 BSDFs 571
911 BSDF Memory Management 576
9 2 Material Interface and Implementations 577
921 Matte Material 578
922 Plastic Material 579
923 Mix Material 581
924 Fourier Material 583
925 Additional Materials 584
9 3 Bump Mapping 584
Further Reading 591
Exercises 592
CHAPTER 10
10 1 Sampling and Antialiasing 598
10 1 1 Finding the Texture Sampling Rate 599
10 1 2 Filtering Texture Functions 604
*10 1 3 Ray Differentials for Specular Reflection and Transmission 605
10 2 Texture Coordinate Generation 608
10 2 1 2D (w, v) Mapping 610
10 2 2 Spherical Mapping 611
10 2 3 Cylindrical Mapping 612
CONTENTS xiii
10 2 4 Planar Mapping 613
10 2 5 3D Mapping 613
10 3 Texture Interface and Basic Textures 614
10 3 1 Constant Texture 615
10 3 2 Scale Texture 615
10 3 3 Mix Textures 616
10 3 4 Bilinear Interpolation 617
10 4 Image Texture 618
10 4 1 Texture Memory Management 620
10 4 2 ImageTexture Evaluation 622
10 4 3 MIPMaps 623
10 4 4 Isotropic Triangle Filter 632
*10 4 5 Elliptically Weighted Average 634
10 5 Solid and Procedural Texturing 640
10 5 1 UV Texture 641
10 5 2 Checkerboard 642
10 5 3 Solid Checkerboard 646
10 6 Noise 648
10 6 1 Perlin Noise 649
10 6 2 Random Polka Dots 653
10 6 3 Noise Idioms and Spectral Synthesis 655
10 6 4 Bumpy and Wrinkled Textures 660
10 6 5 Windy Waves 662
10 6 6 Marble 663
Further Reading 664
Exercises 667
* CHAPTER 11 vr
11 1 Volume Scattering Processes 672
11 1 1 Absorption 673
11 1 2 Emission 674
11 1 3 Out-Scattering and Attenuation 676
11 1 4 In-scattering 678
11 2 Phase Functions 680
11 3 Media 684
11 3 1 Medium Interactions 687
11 3 2 Homogeneous Medium 688
11 3 3 3D Grids 690
11 4 The BSSRDF 692
11 4 1 Separable BSSRDFs 693
11 4 2 Tabulated BSSRDF 696
11 4 3 Subsurface Scattering Materials 700
Further Reading 702
Exercises 703
xiv
CONTENTS
CHAPTER 12
12 1 Light Emission 708
12 1 1 Blackbody Emitters 709
12 1 2 Standard Uluminants 712
12 2 Light Interface 714
12 2 1 Visibility Testing 717
12 3 Point Lights 719
12 3 1 Spotlights 721
12 3 2 Texture Projection Lights 724
12 3 3 Goniophotometric Diagram Lights 728
12 4 Distant Lights 731
12 5 Area Lights 733
12 6 Infinite Area Lights 737
Further Reading 741
Exercises 744
CHAPTER 13 ■ 1^*sV
13 1 Background and Probability Review 748
13 1 1 Continuous Random Variables 749
13 1 2 Expected Values and Variance 750
13 2 The Monte Carlo Estimator 751
13 3 Sampling Random Variables 753
13 3 1 The Inversion Method 753
13 3 2 The Rej ection Method 760
* 13 4 Metropolis Sampling 762
13 4 1 Basic Algorithm 763
13 4 2 Choosing Mutation Strategies 764
13 4 3 Start-up Bias 766
13 4 4 ID Setting 766
13 4 5 Estimating Integrals with Metropolis Sampling 771
13 5 Transforming between Distributions 771
13 5 1 Transformation in Multiple Dimensions 772
13 5 2 Polar Coordinates 772
13 5 3 Spherical Coordinates 773
13 6 2D Sampling with Multidimensional Transformations 773
13 6 1 Uniformly Sampling a Hemisphere 774
13 6 2 Sampling a Unit Disk 776
13 6 3 Cosine-Weighted Hemisphere Sampling 779
13 6 4 Sampling a Cone 781
13 6 5 Sampling a Triangle 781
*13 6 6 Sampling Cameras 783
13 6 7 Piecewise-Constant 2D Distributions 784
13 7 Russian Roulette and Splitting 787
13 7 1 Splitting 788
CONTENTS
XV
13 8 Careful Sample Placement 789
13 8 1 Stratified Sampling 789
13 8 2 Quasi Monte Carlo 792
13 8 3 Warping Samples and Distortion 792
13 9 Bias 793
13 10 Importance Sampling 794
13 10 1 Multiple Importance Sampling 797
Further Reading 799
Exercises 801
CHAPTER 14 , Ä ^rf^ C S-IT !’-
14 1 Sampling Reflection Functions 806
14 1 1 Microfacet BxDFs 807
14 1 2 FresnelBlend 814
14 1 3 Specular Reflection and Transmission 815
* 14 1 4 Fourier BSDF 817
14 1 5 Application: Estimating Reflectance 830
14 1 6 Sampling BSDFs 832
14 2 Sampling Light Sources 835
14 2 1 Lights with Singularities 836
14 2 2 Sampling Shapes 836
14 2 3 Area Lights 845
14 2 4 Infinite Area Lights 845
14 3 Direct Lighting 851
14 3 1 Estimating the Direct Lighting Integral 856
14 4 The Light Transport Equation 861
14 4 1 Basic Derivation 862
14 4 2 Analytic Solutions to the LTE 863
14 4 3 The Surface Form of the LTE 865
14 4 4 Integral over Paths 866
14 4 5 Delta Distributions in the Integrand 868
14 4 6 Partitioning the Integrand 869
14 5 Path Tracing 870
14 5 1 Overview 872
14 5 2 Path Sampling 873
14 5 3 Incremental Path Construction 874
14 5 4 Implementation 875
Further Reading 879
Exercises 882
CHAPTER 15
15 1 The Equation of Transfer 888
*15 1 1 Generalized Path Space 890
xvi
CONTENTS
15 2 Sampling Volume Scattering 891
15 2 1 Homogeneous Medium 893
15 2 2 Heterogeneous Medium 894
15 2 3 Sampling Phase Functions 898
15 3 Volumetric Light Transport 899
15 3 1 Path Tracing 900
* 15 4 Sampling Subsurface Reflection Functions 903
15 4 1 Sampling the SeparableBSSRDF 905
15 4 2 Sampling the TabulatedBSSRDF 913
15 4 3 Subsurface Scattering in the Path Tracer 915
* 15 5 Subsurface Scattering Using the Diffusion Equation 916
15 5 1 Principle of Similarity 917
15 5 2 Diffusion Theory 918
15 5 3 Monopole Solution 923
15 5 4 Non-classical Diffusion 924
15 5 5 Dipole Solution 925
15 5 6 Beam Solution 928
15 5 7 Single Scattering Term 930
15 5 8 Filling the BSSRDFTable 934
15 5 9 Setting Scattering Properties 938
Further Reading 939
Exercises 943
* CHAPTER 16
16 1 The Path-Space Measurement Equation 948
16 1 1 Sampling Cameras 949
16 1 2 Sampling Light Rays 955
16 1 3 Non-symmetric Scattering 960
16 2 Stochastic Progressive Photon Mapping 963
16 2 1 Theoretical Basis for Particle Tracing 963
16 2 2 Photon Mapping 966
16 2 3 SPPMIntegrator 972
16 2 4 Accumulating Visible Points 975
16 2 5 Visible Point Grid Construction 979
16 2 6 Accumulating Photon Contributions 983
16 3 Bidirectional Path Tracing 990
16 3 1 Vertex Abstraction Layer 995
16 3 2 Generating the Camera and Light Subpaths 1003
16 3 3 Subpath Connections 1008
16 3 4 Multiple Importance Sampling 1012
16 3 5 Infinite Area Lights and BDPT 1019
16 4 Metropolis Light Transport 1022
16 4 1 Primary Sample Space MLT 1023
16 4 2 Multiplexed MLT 1025
16 4 3 Application to Rendering 1025
CONTENTS xvii
16 4 4 Primary Sample Space Sampler 1028
16 4 5 MLT Integrator 1035
Further Reading 1042
Exercises 1046
CHAPTER 17
17 1 Design Retrospective 1051
17 1 1 Triangles Only 1052
17 1 2 Increased Scene Complexity 1053
17 1 3 Production Rendering 1054
17 1 4 Specialized Compilation 1054
17 2 Alternative Hardware Architectures 1055
17 2 1 GPU Ray Tracing 1056
17 2 2 Packet Tracing 1057
17 2 3 Ray-Tracing Hardware 1059
17 2 4 The Future 1059
17 3 Conclusion 1060
APPENDIXES
A UTILITIES 1061
B SCENE DESCRIPTION INTERFACE 1103
C INDEX OF FRAGMENTS 1135
D INDEX OF CLASSES AND THEIR MEMBERS 1151
E INDEX OF MISCELLANEOUS IDENTIFIERS 1161
REFERENCES 1 !6b
, 5s s ? -N s v if n
|
any_adam_object | 1 |
author | Pharr, Matt Jakob, Wenzel Humphreys, Greg |
author_GND | (DE-588)1199275433 (DE-588)112181882X |
author_facet | Pharr, Matt Jakob, Wenzel Humphreys, Greg |
author_role | aut aut aut |
author_sort | Pharr, Matt |
author_variant | m p mp w j wj g h gh |
building | Verbundindex |
bvnumber | BV043964955 |
classification_rvk | ST 320 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)968137265 (DE-599)HEB390074136 |
discipline | Informatik |
edition | Third edition |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02378nam a2200529 c 4500</leader><controlfield tag="001">BV043964955</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20201002 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">161215s2017 a||| |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780128006450</subfield><subfield code="9">978-0-1280-0645-0</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)968137265</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)HEB390074136</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-573</subfield><subfield code="a">DE-703</subfield><subfield code="a">DE-858</subfield><subfield code="a">DE-11</subfield><subfield code="a">DE-859</subfield><subfield code="a">DE-91G</subfield><subfield code="a">DE-Aug4</subfield><subfield code="a">DE-20</subfield><subfield code="a">DE-898</subfield><subfield code="a">DE-739</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 320</subfield><subfield code="0">(DE-625)143657:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">DAT 758f</subfield><subfield code="2">stub</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Pharr, Matt</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)1199275433</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Physically based rendering</subfield><subfield code="b">from theory to implementation</subfield><subfield code="c">Matt Pharr, Wenzel Jakob, Greg Humphreys</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">Third edition</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Amsterdam ; Boston ; Heidelberg</subfield><subfield code="b">Elsevier</subfield><subfield code="c">[2017]</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xxix, 1233 Seiten</subfield><subfield code="b">Illustrationen, Diagramme</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Literaturverzeichnis: Seite 1165-1211</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Geometrische Modellierung</subfield><subfield code="0">(DE-588)4156717-1</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Realistische Computergrafik</subfield><subfield code="0">(DE-588)4205002-9</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Rendering</subfield><subfield code="0">(DE-588)4219666-8</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Metamathematik</subfield><subfield code="0">(DE-588)4074759-1</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Softwareentwicklung</subfield><subfield code="0">(DE-588)4116522-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Dreidimensionale Computergrafik</subfield><subfield code="0">(DE-588)4133691-4</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Dreidimensionale Computergrafik</subfield><subfield code="0">(DE-588)4133691-4</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Rendering</subfield><subfield code="0">(DE-588)4219666-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="2"><subfield code="a">Softwareentwicklung</subfield><subfield code="0">(DE-588)4116522-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="3"><subfield code="a">Metamathematik</subfield><subfield code="0">(DE-588)4074759-1</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="689" ind1="1" ind2="0"><subfield code="a">Realistische Computergrafik</subfield><subfield code="0">(DE-588)4205002-9</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2="1"><subfield code="a">Geometrische Modellierung</subfield><subfield code="0">(DE-588)4156717-1</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2="2"><subfield code="a">Rendering</subfield><subfield code="0">(DE-588)4219666-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2=" "><subfield code="8">1\p</subfield><subfield code="5">DE-604</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Jakob, Wenzel</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)112181882X</subfield><subfield code="4">aut</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Humphreys, Greg</subfield><subfield code="e">Verfasser</subfield><subfield code="4">aut</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">HEBIS Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029373598&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-029373598</subfield></datafield><datafield tag="883" ind1="1" ind2=" "><subfield code="8">1\p</subfield><subfield code="a">cgwrk</subfield><subfield code="d">20201028</subfield><subfield code="q">DE-101</subfield><subfield code="u">https://d-nb.info/provenance/plan#cgwrk</subfield></datafield></record></collection> |
id | DE-604.BV043964955 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:39:55Z |
institution | BVB |
isbn | 9780128006450 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029373598 |
oclc_num | 968137265 |
open_access_boolean | |
owner | DE-573 DE-703 DE-858 DE-11 DE-859 DE-91G DE-BY-TUM DE-Aug4 DE-20 DE-898 DE-BY-UBR DE-739 |
owner_facet | DE-573 DE-703 DE-858 DE-11 DE-859 DE-91G DE-BY-TUM DE-Aug4 DE-20 DE-898 DE-BY-UBR DE-739 |
physical | xxix, 1233 Seiten Illustrationen, Diagramme |
publishDate | 2017 |
publishDateSearch | 2017 |
publishDateSort | 2017 |
publisher | Elsevier |
record_format | marc |
spelling | Pharr, Matt Verfasser (DE-588)1199275433 aut Physically based rendering from theory to implementation Matt Pharr, Wenzel Jakob, Greg Humphreys Third edition Amsterdam ; Boston ; Heidelberg Elsevier [2017] xxix, 1233 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Literaturverzeichnis: Seite 1165-1211 Geometrische Modellierung (DE-588)4156717-1 gnd rswk-swf Realistische Computergrafik (DE-588)4205002-9 gnd rswk-swf Rendering (DE-588)4219666-8 gnd rswk-swf Metamathematik (DE-588)4074759-1 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s Rendering (DE-588)4219666-8 s Softwareentwicklung (DE-588)4116522-6 s Metamathematik (DE-588)4074759-1 s DE-604 Realistische Computergrafik (DE-588)4205002-9 s Geometrische Modellierung (DE-588)4156717-1 s 1\p DE-604 Jakob, Wenzel Verfasser (DE-588)112181882X aut Humphreys, Greg Verfasser aut HEBIS Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029373598&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Pharr, Matt Jakob, Wenzel Humphreys, Greg Physically based rendering from theory to implementation Geometrische Modellierung (DE-588)4156717-1 gnd Realistische Computergrafik (DE-588)4205002-9 gnd Rendering (DE-588)4219666-8 gnd Metamathematik (DE-588)4074759-1 gnd Softwareentwicklung (DE-588)4116522-6 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4156717-1 (DE-588)4205002-9 (DE-588)4219666-8 (DE-588)4074759-1 (DE-588)4116522-6 (DE-588)4133691-4 |
title | Physically based rendering from theory to implementation |
title_auth | Physically based rendering from theory to implementation |
title_exact_search | Physically based rendering from theory to implementation |
title_full | Physically based rendering from theory to implementation Matt Pharr, Wenzel Jakob, Greg Humphreys |
title_fullStr | Physically based rendering from theory to implementation Matt Pharr, Wenzel Jakob, Greg Humphreys |
title_full_unstemmed | Physically based rendering from theory to implementation Matt Pharr, Wenzel Jakob, Greg Humphreys |
title_short | Physically based rendering |
title_sort | physically based rendering from theory to implementation |
title_sub | from theory to implementation |
topic | Geometrische Modellierung (DE-588)4156717-1 gnd Realistische Computergrafik (DE-588)4205002-9 gnd Rendering (DE-588)4219666-8 gnd Metamathematik (DE-588)4074759-1 gnd Softwareentwicklung (DE-588)4116522-6 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | Geometrische Modellierung Realistische Computergrafik Rendering Metamathematik Softwareentwicklung Dreidimensionale Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029373598&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT pharrmatt physicallybasedrenderingfromtheorytoimplementation AT jakobwenzel physicallybasedrenderingfromtheorytoimplementation AT humphreysgreg physicallybasedrenderingfromtheorytoimplementation |