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Physically Based Rendering, Second Edition: From Theory To Implementation
 
 

Physically Based Rendering, Second Edition: From Theory To Implementation [ハードカバー]

Matt Pharr , Greg Humphreys
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Physically Based Rendering, 2nd Edition 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 result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery.

    • New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more.
    • Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux. Please visit, www.pbrt.org.
    • Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described.

    メディア掲載レビュー

    "Physically Based Rendering is a terrific book. It covers all the marvelous math, fascinating physics, practical software engineering, and clever tricks that are necessary to write a state-of-the-art photorealistic renderer. All of these topics are dealt with in a clear and pedagogical manner without omitting the all-important practical details."--Per Christensen Senior Software Developer, RenderMan Products Pixar Animation Studios

    "Intended for graduate or advanced undergraduate students in a computer graphics course, this large volume provides a comprehensive examination of complex rendering algorithms and demonstrates, through detailed examination of source code and example projects, the practical development and application of cutting edge image creation and processing software. This second edition is updated to reflect current technologies and contains updated information on relevant recent hardware improvements such as advanced multi-core processors as well as an increased focus on production graphics techniques. The text includes numerous illustrations, code examples, and formulas as well as recommendations for further reading and chapter exercises. Pharr is a principle engineer for Intel and Humphreys is an engineer for NVIDIA and a former professor of computer science at the University of Virginia."--SciTech Book News

    "Pharr and Humphreys' textbook is beautifully typeset, thoroughly indexed, unendingly cross-referenced, extensively illustrated, and printed in full color. Given its unconventional preparation style, this textbook stands out because of its descriptions of the tradeoffs involved in developing a complete working renderer. Although somewhat verbose at times, the discussions of design tradeoffs and performance considerations are an excellent complement to the more traditional coverage of the theory behind photorealistic rendering. C++ idioms sometimes get in the way of more elegant solutions, but their use is always reasonably justified. If you are just looking for a general introduction to image synthesis and rendering, standard graphics textbooks [2] might fit the bill; however, if you intend to develop your own renderer or try out new ideas, this textbook provides an excellent starting point."--Computing Reviews.com


    登録情報

    • ハードカバー: 1200ページ
    • 出版社: Morgan Kaufmann; 2版 (2010/7/12)
    • 言語 英語, 英語, 英語
    • ISBN-10: 0123750792
    • ISBN-13: 978-0123750792
    • 発売日: 2010/7/12
    • 商品の寸法: 23.6 x 19.3 x 4.6 cm
    • おすすめ度: 5つ星のうち 5.0  レビューをすべて見る (1 カスタマーレビュー)
    • Amazon ベストセラー商品ランキング: 洋書 - 2,033位 (洋書のベストセラーを見る)
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    カスタマーレビュー

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    最も参考になったカスタマーレビュー
    43 人中、43人の方が、「このレビューが参考になった」と投票しています。
    形式:ハードカバー
    ~CG 研究で有名なスタンフォード大学での、 3D レンダリングの講義で用いられてきたテキストをまとめた書籍。通称 pbr 本。

    本書は、今までの CG 教科書には無かったであろう、クヌースの提唱する文芸的プログラミングのスタイルを取っている点が他書との大きな違いである。

    多くの CG~~ 教科書では、実際のプログラムの仕方ではなく理論を主に説明している。そのため、それらの教科書を元に実際にレンダラをプログラム言語で書こうとしたときに、ハタとどうプログラムを組めばよいか戸惑ってしまう。

    それに対し本書では、理論を説明すると同時に、その C++~~ 言語による実装も示すようになっている。理論やプログラムの実装はステップバイステップ形式でやさしくしっかりと行なわれる。最後まで読めば、レンダラプログラム一式が完成しレンダリングの知識も身に付く、という仕組みである。もちろん付録 CD~~ にはすでに完成形のプログラムソースコードが収録されている。

    本書で取り扱っている内容は、基礎的なレイトレーシングから、近年のレンダリング手法の主流であるフォトンマッピングやパストレーシングなどの光の物理的な振る舞いを正確に取り扱うアルゴリズムまで、広範囲に渡っている。

    本書は英語であるが、内容はやさしく図も豊富であるので、理解~~するのはそれほど困難ではないだろう。

    映画や TV などに用いられている写実的な 3D CG~~ レンダリング画像を、最終的に自分の書いたプログラムで作成することができるようになるのを思えば、本書で理論とプログラムを学ぶ楽しみが自然と湧いてくるであろう。

    これからレンダラを勉強したい・書いてみたいという初心者にオススメである。また、中級者・上級者には今一度自分の知識やプログラムをレビューし、復習しなおすのにも役に立つだろう。~

    このレビューは参考になりましたか?
    Amazon.com で最も参考になったカスタマーレビュー (beta)
    Amazon.com:  26件のカスタマーレビュー
    58 人中、56人の方が、「このレビューが参考になった」と投票しています。
    Six stars out of five 2004/11/16
    By Arkadiusz Zimny - (Amazon.com)
    形式:ハードカバー
    Although it is not possible here, I am fairly sure this book deserves such rating. This is truly remarkable work and is likely to become a classic text in the field of computer graphics.

    It is not a survey-type book, instead of trying to describe every possible method out there, the authors have concentrated on a few selected techniques, that are not only good (modern, fast, easy to implement, etc.), but also have some pedagogical merits and can serve as a gentle introduction to the world of ray tracing and digital image synthesis. Despite focusing on selected areas, the authors managed to squeeze here in an amazing amount of material. Among other topics, this book covers: subdivision surfaces, ray-primitive intersection acceleration techniques (3D DDA and kd-tree), color and radiometry, anti-aliasing, tone mapping, physically based reflection models, texture mapping (including texture anti-aliasing using ray differentials), area lights and HDR Image Based Lighting, volume scattering and much more.

    A large part of the book has been devoted to the light transport and Monte Carlo techniques. One can find there an introduction to the theory of Monte Carlo estimation (including selected methods for reducing variance and computation time, like Russian roulette, multiple importance sampling or stratified sampling) and explanation of important light transport equations (rendering and transfer equations).

    Finally the authors have described (and implemented) several solutions for the rendering equation: Whitted-style recursive ray tracing, direct illumination estimation, path tracing, irradiance caching and photon mapping.

    However, it is not only the vastness of the material covered in this book, that causes this volume should be praised so highly. Perhaps, the style, in which this book has been written, is even more impressive. For each of the topics, the authors start with what is usually known as "dry math and theory", and then show how it is supposed to work as an algorithm (including its dirty details) and finally they explain how to turn this algorithm into C++ code. Each of those transitions concentrates on a small portion of the problem, so it is still easy to understand. Anyone, who had to turn a SIGGRAPH paper into something that works, will immediately recognize what kind of gem this book is - it actually shows how to do it!

    This brilliant blend of theory and practice is one of its brightest spots, for learning the theory and math formulas is one thing, but writing a working, robust implementation is completely another.

    Those, who prefer studying sources, will get source code of a very good, physically based, extensible ray tracer (called pbrt) with the best documentation one could ever imagine. Documentation that gives the rationale for almost every line of code. It shows not only how they did it, but also why they did it that way.

    It is not the only book, that one will ever need - computer graphics is a vast topic - too big to be covered in a single volume, even as huge as this one. However, it is certainly one of the books that everyone interested in photorealistic rendering should buy. The price of this book is really low, if you think about it as of an excellent, first-rate computer graphics course.

    Aimed at students, researchers and people interested in computer graphics algorithms, it is an indispensable book for anyone willing to write his own photorealistic (not necessarily physically based!) ray tracer and learn more about computer image synthesis.
    22 人中、21人の方が、「このレビューが参考になった」と投票しています。
    Simply the best on modern rendering algorithms and code 2005/11/24
    By calvinnme - (Amazon.com)
    形式:ハードカバー
    This book mixes detailed algorithm descriptions with actual code in a book that never loses sight of the "big picture" of physically based ray tracing and image synthesis. Although it is very well written and is not a dry academic book at all, it would help if the reader is already familiar with basic computer graphic techniques, linear algebra, calculus, and optics in order to get the most out of this book. It was never meant to be a replacement for Foley & Van Dam's classic book on computer graphics, even though the first few chapters go over basic computer graphic material. The book includes a website where the source code of the authors' renderer can be downloaded. This code is very well organized and commented so that if you wish to lift individual pieces from the entire software package you can with just a little bit of work. I highly recommend this book to the programmer who wishes to implement physically based rendering in his/her own code or wants to know about the practical implementation of image synthesis techniques. Amazon does not show any details about the book here, so I shall explain the contents in the context of the table of contents:
    CHAPTER 01. INTRODUCTION
    This chapter talks briefly about all kinds of topics related to ray tracing. It also talks about how to understand the code in the book and the book website.
    CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
    This chapter is pretty basic computer graphics stuff. It talks about coordinate systems, vectors, arithmetic, scaling, dot and cross products,etc. Applying transformations via matrices is also discussed as well as the representation of points, vectors, normals, rays, and bounding boxes.
    CHAPTER 03. SHAPES
    More basic computer graphics continues with discussions on spheres, differential geometry, cylinders, and disks, paraboloids, triangles and meshes, and the representation and bounding of all of these shapes.
    CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
    This chapter is about accelerating the speed of your graphics through grid acceleration, tree construction and representation, and object instantiation.
    CHAPTER 05. COLOR AND RADIOMETRY
    XYZ color system is discussed along with radiometric integrals including integrals over projected solid angles, integrals over spherical coordinates, and integrals over area. Beginning in this chapter the math becomes more advanced.
    CHAPTER 06. CAMERA MODELS
    Projective camera models are discussed along with orthographic, perspective, and environment camera models. This information will already be familiar to students of computer vision.
    CHAPTER 07. SAMPLING AND RECONSTRUCTION
    Frequency domain techniques are discussed starting with the Fourier transform and ideal sampling and reconstruction. Also, antialiasing techniques are explained.
    CHAPTER 08. FILM AND THE IMAGING PIPELINE
    This chapter talks about topics such as luminance, photometry, bloom, and imaging pipeline stages.
    CHAPTER 09. REFLECTION MODELS
    The various reflection models are discussed including specular, Fresnel, Lambertian, Oren-Nayer disfuse reflection, and the Lafortune model.
    CHAPTER 10. MATERIALS
    Matte, plastic, bump mapping, and other material effects are explained very well.
    CHAPTER 11. TEXTURE
    We return to frequency models some in this chapter. The texture sampling rate, filtering functions, and mapping in spherical, cylindrical, and planar form are explained. Procedural textures are also discussed including the famous Perlin noise, marble, and windy waves.
    CHAPTER 12. VOLUME SCATTERING
    This chapter is considered more advanced material, and discusses volume scattering processes, absorption, emission, in and out scattering, phase functions, exponential density, and volume aggregates.
    CHAPTER 13. LIGHT SOURCES
    All kinds of light sources are described including point lights, spotlights, texture projection lights, distant lights, area lights, and infinite area lights.
    CHAPTERS 14 and 15 both discuss Monte Carlo integration techniques including improving efficiency.
    CHAPTERS 16 and 17 are about light transport. The first chapter is about surface reflection and the second is about volume rendering.
    CHAPTER 18. SUMMARY AND CONCLUSION includes a design retrospective, a discussion of abstraction versus reality, and design alternatives including triangles only and streaming computation.
    APPENDIXES- These include sections on utilities, scene description interface, input file formats, an index of code fragments, an index of classes and their members, and finally an index of identifiers.
    14 人中、14人の方が、「このレビューが参考になった」と投票しています。
    A Graphics Must Have 2004/11/4
    By Doug Epps - (Amazon.com)
    形式:ハードカバー
    This book covers everything you need to know to write a ray tracer with

    advanced features like photon mapping, volume scattering, path tracing,

    etc. The scope of the material it covers is stunning. It starts from the

    basics of topics like 3D geometry and ray/object intersections and then

    builds up to explain reflection models, advanced texturing techniques, and

    then light transport algorithms.

    It has excellent discussions of the theory and underlying math of physical

    rendering blended (rather well) with very very useful practical

    implementations of the theory. The leap from theory to implementation is

    often difficult to do, and to do well or efficiently even more difficult.

    (The ray acceleration code alone is worth it's weight in gold.) This is an

    indispensable book for anyone who wants to write their own ray tracer or

    learn more about the latest techniques used in photorealistic rendering.
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