A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing.
Photorealistic computer graphics are ubiquitous in today’s world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field.
Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The book’s leading-edge algorithms, software, and ideas—including new material on GPU ray tracing—equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics.
Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementationFourth edition features new chapter on GPU ray tracing essential for game developersThe premier reference for professionals learning about and working in the fieldWon its authors a 2014 Academy Award for Scientific and Technical Achievement Includes a companion site complete with source code
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.
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.
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.