Physically based rendering from theory to implementation

Gespeichert in:
Bibliographische Detailangaben
1. Verfasser: Pharr, Matt (VerfasserIn)
Format: Buch
Sprache:English
Veröffentlicht: Amsterdam [u.a.] Elsevier 2010
Burlington, MA Morgan Kaufman
Ausgabe:2. ed.
Schlagworte:
Online-Zugang:Inhaltsverzeichnis
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!

MARC

LEADER 00000nam a2200000 c 4500
001 BV036693734
003 DE-604
005 20110830
007 t|
008 100929s2010 xx ad|| |||| 00||| eng d
015 |a GBB057594  |2 dnb 
020 |a 9780123750792  |9 978-0-12-375079-2 
035 |a (OCoLC)699892023 
035 |a (DE-599)BVBBV036693734 
040 |a DE-604  |b ger  |e rakwb 
041 0 |a eng 
049 |a DE-523  |a DE-29T  |a DE-91G  |a DE-703  |a DE-M347  |a DE-863  |a DE-522  |a DE-11  |a DE-B768  |a DE-Po75 
084 |a ST 320  |0 (DE-625)143657:  |2 rvk 
084 |a DAT 758f  |2 stub 
100 1 |a Pharr, Matt  |e Verfasser  |4 aut 
245 1 0 |a Physically based rendering  |b from theory to implementation  |c Matt Pharr ; Greg Humphreys 
250 |a 2. ed. 
264 1 |a Amsterdam [u.a.]  |b Elsevier  |c 2010 
264 1 |a Burlington, MA  |b Morgan Kaufman 
300 |a XXVII, 1167 S.  |b Ill., graph. Darst. 
336 |b txt  |2 rdacontent 
337 |b n  |2 rdamedia 
338 |b nc  |2 rdacarrier 
500 |a Previous ed.: 2004 
650 4 |a Computer graphics 
650 4 |a Three dimensional display systems 
650 0 7 |a Dreidimensionale Computergrafik  |0 (DE-588)4133691-4  |2 gnd  |9 rswk-swf 
650 0 7 |a Rendering  |0 (DE-588)4219666-8  |2 gnd  |9 rswk-swf 
650 0 7 |a Geometrische Modellierung  |0 (DE-588)4156717-1  |2 gnd  |9 rswk-swf 
650 0 7 |a Softwareentwicklung  |0 (DE-588)4116522-6  |2 gnd  |9 rswk-swf 
650 0 7 |a Computergrafik  |0 (DE-588)4010450-3  |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 Metamathematik  |0 (DE-588)4074759-1  |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 |8 1\p  |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 2\p  |5 DE-604 
689 2 0 |a Computergrafik  |0 (DE-588)4010450-3  |D s 
689 2 |5 DE-604 
700 1 |a Humphreys, Greg  |e Sonstige  |4 oth 
856 4 2 |m Digitalisierung UB Bayreuth  |q application/pdf  |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020612321&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA  |3 Inhaltsverzeichnis 
883 1 |8 1\p  |a cgwrk  |d 20201028  |q DE-101  |u https://d-nb.info/provenance/plan#cgwrk 
883 1 |8 2\p  |a cgwrk  |d 20201028  |q DE-101  |u https://d-nb.info/provenance/plan#cgwrk 
943 1 |a oai:aleph.bib-bvb.de:BVB01-020612321 

Datensatz im Suchindex

DE-BY-TUM_call_number 0102 DAT 758f 2005 A 10637(2)
DE-BY-TUM_katkey 1776141
DE-BY-TUM_location 01
DE-BY-TUM_media_number 040010817619
_version_ 1820897916686958592
adam_text Contents PREFACE xix 1.2.1 Cameras 1.2.2 Ray-Object Intersections 1.2.3 Light Distribution 1.2.4 Visibility 1.2.5 Surface Scattering 1.2.6 Recursive Ray Tracing 1.2.7 Ray Propagation 1.3 pbrt: System Overview 1.3.1 Phases of Execution 1.3.2 Scene Representation 1.3.3 Renderer Interface and Sampl erRenderer 1.3.4 The Main Rendering Loop 1.3.5 Parallelization of pbrt 1.3.6 An Integrator for Whitted Ray Tracing 1.4 How to Proceed through This Book 1.4.1 The Exercises 1.5 Using and Understanding the Code 1.5.1 Pointer or Reference? 1.5.2 Code Optimization 1.5.3 The Book Web site 1.5.4 Extending the System 1.5.5 Bugs Further Reading Exercise CHAPTER 02. С 2.1 Coordinate Systems 2.1.1 Coordinate System Handedness 2.2 Vectors 2.2.1 Arithmetic 2.2.2 Scaling 2.2.3 Dot and Cross Product CHAPTER 01. INTRODUCTION 1 1.1 Literate Programming 1 1.1.1 Indexing and Cross-Referencing 3 1.2 Photorealistic Rendering and the Ray-Tracing Algorithm 4 5 7 8 9 10 11 13 15 16 18 24 26 35 41 47 48 48 48 49 49 49 50 50 52 55 55 56 57 58 59 60 x CONTENTS 4.4.3 Compact BVH For Traversal 222 4.4.4 Traversal 224 4.5 Kd-Tree Accelerator 227 4.5.1 Tree Representation 229 4.5.2 Tree Construction 231 4.5.3 Traversal 240 4.6 Debugging Aggregates 245 4.6.1 Finding Bugs in Aggregates 246 4.6.2 Fixing Bugs In Aggregates 249 4.6.3 Aggregate Performance Bugs 250 Further Reading 250 Exercises 255 CHAPTER 05. COLOR AND RADIOMETRY 261 5.1 Spectral Representation 261 5.1.1 The Spectrum Type 263 5.1.2 Coeffi ci entSpectrum Implementation 263 5.2 The SampledSpectrum Class 266 5.2.1 XYZ Color 270 5.2.2 RGB Color 273 5.3 RGBSpectrum Implementation 279 5.4 Basic Radiometry 281 5.4.1 Basic Quantities 282 5.4.2 Incident and Exitant Radiance Functions 286 5.4.3 Luminance and photometry 287 5.5 Working with Radiometrie Integrals 288 5.5.1 Integrals over Projected Solid Angle 289 5.5.2 Integrals over Spherical Coordinates 290 5.5.3 Integrals over Area 292 5.6 Surface Reflection 293 5.6.1 TheBRDF 294 5.6.2 The BSSRDF 296 Further Reading 297 Exercises 298 CHAPTER 06. CAMERA MODELS 301 6.1 Camera Model 301 6.1.1 Camera Coordinate Spaces 303 6.2 Projective Camera Models 305 6.2.1 Orthographic Camera 306 6.2.2 Perspective Camera 310 6.2.3 Depth of Field 313 6.3 Environment Camera 318 CONTENTS xi Further Reading 320 Exercises 320 CHAPTER 07. SAMPLING AND RECONSTRUCTION 323 7.1 Sampling Theory 323 7.1.1 The Frequency Domain and the Fourier Transform 325 7.1.2 Ideal Sampling and Reconstruction 327 7.1.3 Aliasing 331 7.1.4 Antialiasing Techniques 332 7.1.5 Application to Image Synthesis 335 7.1.6 Sources of Aliasing in Rendering 336 7.1.7 Understanding Pixels 337 7.2 Image Sampling Interface 338 7.2.1 Sample Representation and Allocation 342 7.3 Stratified Sampling 346 7.4 Low-Discrepancy Sampling 359 7.4.1 Definition of Discrepancy 359 7.4.2 Hammersley and Halton Sequences 361 7.4.3 (0,2)-Sequences 368 7.4.4 The Low-Discrepancy Sampler 372 ■ 7.5 Best-Candidate Sampling Patterns 378 7.6 Adaptive Sampling 385 7.7 Image Reconstruction 389 7.7.1 Filter Functions 393 7.8 Film and the Imaging Pipeline 402 7.8.1 Film Interface 403 7.8.2 ImageFilm 404 Further Reading 413 Exercises 417 CHAPTER 08. REFLECTION MODELS 423 8.1 Basic Interface 428 8.1.1 Reflectance 430 8.1.2 BRDF -» BTDF Adapter 430 8.1.3 BxDF Scaling Adapter 431 8.2 Specular Reflection and Transmission 432 8.2.1 Fresnel Reflectance 434 8.2.2 Specular Reflection 439 8.2.3 Specular Transmission 442 8.3 Lambertian Reflection 446 8.4 Microfacet Models 447 8.4.1 Oren- Nayar Diffuse Reflection 449 8.4.2 Torrance-Sparrow Model 452 x¡¡ CONTENTS 8.4.3 Blinn Microfacet Distribution 455 8.4.4 Anisotropie Microfacet Model 457 8.5 Fresnel Incidence Effects 460 8.6 Measured BRDFs 462 8.6.1 Irregular Isotropie Measured BRDF 463 8.6.2 Regular Halfangle Format 467 Further Reading 470 Exercises 472 CHAPTER 09. MATERIALS 477 9.1 BSDFs 477 9.1.1 BSDF Memory Management 482 9.2 Material Interface and Implementations 483 9.2.1 MatteMaterial 484 9.2.2 PlasticMaterial 486 9.2.3 Mix Material 487 9.2.4 Measured Material 489 9.2.5 Additional Materials 490 9.3 Bump Mapping 490 Further Reading 496 Exercises 497 CHAPTER 10. TEXTURE 501 10.1 Sampling and Antialiasing 503 10.1.1 Finding the Texture Sampling Rate 503 10.1.2 Filtering Texture Functions 509 10.1.3 Ray Differentials for Specular Reflection and Transmission 510 10.2 Texture Coordinate Generation 513 10.2.1 2D (u, ι) Mapping 514 10.2.2 Spherical Mapping 515 10.2.3 Cylindrical Mapping 517 10.2.4 Planar Mapping 518 10.2.5 3D Mapping 518 10.3 Texture Interface and Basic Textures 519 10.3.1 Constant Texture 520 10.3.2 Scale Texture 520 10.3.3 Mix Textures 521 10.3.4 Bilinear Interpolation 522 10.4 Image Texture 523 10.4.1 Texture Caching 524 10.4.2 МІР Maps 528 10.4.3 Isotropie Triangle Filter 536 10.4.4 Elliptically Weighted Average 539 10.5 Solid and Procedural Texturing 544 10.5.1 UV Texture 545 CONTENTS 10.5.2 Checkerboard 10.5.3 Solid Checkerboard 10.6 Noise 10.6.1 Perlin Noise 10.6.2 Random Polka Dots 10.6.3 Noise Idioms and Spectral Synthesis 10.6.4 Bumpy and Wrinkled Textures 10.6.5 Windy Waves 10.6.6 Marble Further Reading Exercises 546 552 553 554 558 560 565 566 567 569 571 CHAPTER 11. VOLUME SCATTERING 575 11.1 Volume Scattering Processes 575 11.1.1 Absorption 576 11.1.2 Emission 578 11.1.3 Out-Scattering and Extinction 579 11.1.4 In-scattering 581 11.2 Phase Functions 583 11.3 Volume Interface and Homogeneous Media 587 1 1.3.1 Homogeneous Volumes 589 11.4 Varying-Density Volumes 591 11.4.1 3D Grids 592 11.4.2 Exponential Density 594 11.5 Volume Aggregates 596 11.6 The BSSRDF 598 11.6.1 Subsurface Scattering Materials 599 Further Reading 600 Exercises 601 CHAPTER 12. LIGHT SOURCES 605 12.1 Light Interface 606 12.1.1 Visibility Testing 608 12.2 Point Lights 609 1 2.2.1 Spotlights 611 12.2.2 Texture Projection Lights 614 12.2.3 Goniophotometric Diagram Lights 618 12.3 Distant Lights 621 12.4 Area Lights 623 12.5 Infinite Area Lights 627 Further Reading 632 Exercises 633 xiv CONTENTS CHAPTER 13. MONTE CARLO INTEGRATION I: BASIC CONCEPTS 637 13.1 Background and Probability Review 638 13.1.1 Continuous Random Variables 639 13.1.2 Expected Values and Variance 640 13.2 The Monte Carlo Estimator 641 13.3 Basic Sampling Of Random Variables 643 13.3.1 The Inversion Method 643 13.3.2 The Rejection Method 650 *13.4 Metropolis Sampling 652 13.4.1 Basic Algorithm 652 13.4.2 Choosing Mutation Strategies 654 13.4.3 Start-up bias 655 13.4.4 Estimating Integrals With Metropolis Sampling 656 13.4.5 Example: One-Dimensional Setting 656 13.5 Transforming between Distributions 660 13.5.1 Transformation in Multiple Dimensions 661 13.5.2 Example: Polar Coordinates 661 13.5.3 Example: Spherical Coordinates 661 13.6 2D Sampling with Multidimensional Transformations 662 13.6.1 Example: Uniformly Sampling a Hemisphere 663 13.6.2 Example: Sampling a Unit Disk 665 13.6.3 Example: Cosine-Weighted Hemisphere Sampling 668 13.6.4 Example: Sampling a Triangle 670 13.6.5 Example: Piecewise-Constant 2D Distributions 671 Further Reading 674 Exercises 675 CHAPTER 14. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY 679 14.1 Russian Roulette and Splitting 680 14.1.1 Splitting 681 14.2 Careful Sample Placement 682 14.2.1 Stratified Sampling 682 14.2.2 Quasi Monte Carlo 685 14.2.3 Warping Samples and Distortion 685 14.3 Bias 686 14.4 Importance Sampling 688 14.4.1 Multiple Importance Sampling 690 14.5 Sampling Reflection Functions 693 14.5.1 Sampling the Blinn Microfacet Distribution 695 14.5.2 Sampling the Anisotropie Microfacet Model 699 14.5.3 Sampling Fresnel Bl end 701 14.5.4 Specular Reflection and Transmission 702 CONTENTS 14.5.5 Application: Estimating Reflectance 14.5.6 Sampling BSDFs 14.6 Sampling Light Sources 14.6.1 Basic Interface 14.6.2 Lights with Singularities 14.6.3 Area Lights 14.6.4 ShapeSet Sampling 14.6.5 Infinite Area Liehts 703 705 708 709 711 715 722 724 *14.7 Volume Scattering 730 14.7. 1 Sampling Phase Functions 731 14.7.2 Computing Optical Thickness 731 Further Reading 733 Exercises 734 CHAPTER 15. LIGHT TRANSPORT I: SURFACE REFLECTION 739 15.1 Direct Lighting 741 15.1.1 Estimating the Direct Lighting Integral 747 15.2 The Light Transport Equation 751 15.2.1 Basic Derivation 751 15.2.2 Analytic Solutions to the LTE 753 15.2.3 The Surface Form of the LTE 754 15.2.4 Integral over Paths 755 15.2.5 Delta distributions in the Integrand 757 15.2.6 Partitioning the Integrand 758 15.2.7 The Measurement Equation and Importance 759 15.3 Path Tracing 760 15.3.1 Overview 762 15.3.2 Path Sampling 763 15.3.3 Incremental Path Construction 765 15.3.4 Implementation 765 * 15.3.5 Bidirectional Path Tracing 770 15.4 Instant Global Illumination 772 15.4.1 Creating the virtual light sources 775 15.4.2 Rendering with virtual light sources 780 15.5 Irradiance Caching 784 15.5.1 Rendering With The Irradiance Cache 789 15.5.2 Lookup and Interpolatiton 791 15.5.3 Adding new values 794 15.6 Particle Tracing and Photon Mapping 797 * 15.6.1 Theoretical Basis for Particle Tracing 798 15.6.2 Photon Integrator 800 15.6.3 Building the Photon Maps 803 15.6.4 Using the Photon Map 817 15.6.5 Photon Interpolation and Density Estimation 827 15.7.1 Sample Representation 15.7.2 Mutations 15.7.3 Generating Paths 15.7.4 Path Contributions 15.7.5 Metropol i sRenderer Implementation 15.7.6 Rendering Further Reading Exercises xv¡ CONTENTS 15.7 Metropolis Light Transport 833 838 839 842 845 852 857 861 865 CHAPTER 16. LIGHT TRANSPORT II: VOLUME RENDERING 873 16.1 The Equation of Transfer 873 16.2 Volume Integrator Interface 876 16.3 Emission-Only Integrator 876 16.4 Single Scattering Integrator 882 16.5 Subsurface Scattering 885 16.5.1 Poisson Distribution of Sample Points 888 16.5.2 Building the Sample Point Octree 897 16.5.3 The Dipole Diffusion Approximation 901 16.5.4 Rendering with Hierarchical Integration 908 16.5.5 Setting Scattering Properties 912 Further Reading 913 Exercises 916 CHAPTER 17. LIGHT TRANSPORT III: PRECOMPUTED LIGHT TRANSPORT 925 17.1 Basis Functions: Theory 927 17.1.1 A Piecewise-Constant Basis 928 17.1.2 Projection Onto a Basis 930 17.1.3 Orthonormal Basis Functions 930 17.2 Spherical Harmonics 932 17.2.1 Efficient Evaluation 935 17.2.2 Projecting Light Sources 941 17.2.3 Projecting Incident Radiance Functions 949 17.2.4 Reducing Ringing 950 17.2.5 Rotations 951 17.3 Radiance Probes 956 17.3.1 Creating Radiance Probes 956 17.3.2 Using Radiance Probes 965 17.4 Precomputed Diffuse Transfer 969 17.5 Precomputed Glossy Transfer 974 17.5.1 The Transfer Matrix 975 CONTENTS xvii 17.5.2 The BSDF Matrix 977 17.5.3 GlossyPRTIntegrator Implementation 979 Further Reading 982 Exercises 984 CHAPTER 18. RETROSPECTIVE AND THE FUTURE 989 18.1 Design Retrospective 989 18.1.1 Abstraction versus Efficiency 991 18.1.2 Design Alternative: Triangles Only 991 18.1.3 Increased Scene Complexity 992 18.2 Throughput Processors 993 18.2.1 The Future 995 18.2.2 Further Resources 995 18.3 Conclusion 997 APPENDIXES A UTILITIES 999 В SCENE DESCRIPTION INTERFACE 1045 С INDEX OF FRAGMENTS 1077 D INDEX OF CLASSES AND THEIR MEMBERS 1091 E INDEX OF MISCELLANEOUS IDENTIFIERS 1101 REFERENCES 1105 INDEX 1143 COLOPHON 1169
any_adam_object 1
author Pharr, Matt
author_facet Pharr, Matt
author_role aut
author_sort Pharr, Matt
author_variant m p mp
building Verbundindex
bvnumber BV036693734
classification_rvk ST 320
classification_tum DAT 758f
ctrlnum (OCoLC)699892023
(DE-599)BVBBV036693734
discipline Informatik
edition 2. ed.
format Book
fullrecord <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02635nam a2200613 c 4500</leader><controlfield tag="001">BV036693734</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20110830 </controlfield><controlfield tag="007">t|</controlfield><controlfield tag="008">100929s2010 xx ad|| |||| 00||| eng d</controlfield><datafield tag="015" ind1=" " ind2=" "><subfield code="a">GBB057594</subfield><subfield code="2">dnb</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9780123750792</subfield><subfield code="9">978-0-12-375079-2</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)699892023</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV036693734</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rakwb</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-523</subfield><subfield code="a">DE-29T</subfield><subfield code="a">DE-91G</subfield><subfield code="a">DE-703</subfield><subfield code="a">DE-M347</subfield><subfield code="a">DE-863</subfield><subfield code="a">DE-522</subfield><subfield code="a">DE-11</subfield><subfield code="a">DE-B768</subfield><subfield code="a">DE-Po75</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="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 ; Greg Humphreys</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">2. ed.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Amsterdam [u.a.]</subfield><subfield code="b">Elsevier</subfield><subfield code="c">2010</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Burlington, MA</subfield><subfield code="b">Morgan Kaufman</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">XXVII, 1167 S.</subfield><subfield code="b">Ill., graph. Darst.</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">Previous ed.: 2004</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer graphics</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Three dimensional display systems</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="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">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">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">Computergrafik</subfield><subfield code="0">(DE-588)4010450-3</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">Metamathematik</subfield><subfield code="0">(DE-588)4074759-1</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="8">1\p</subfield><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">2\p</subfield><subfield code="5">DE-604</subfield></datafield><datafield tag="689" ind1="2" ind2="0"><subfield code="a">Computergrafik</subfield><subfield code="0">(DE-588)4010450-3</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="2" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Humphreys, Greg</subfield><subfield code="e">Sonstige</subfield><subfield code="4">oth</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung UB Bayreuth</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&amp;doc_library=BVB01&amp;local_base=BVB01&amp;doc_number=020612321&amp;sequence=000002&amp;line_number=0001&amp;func_code=DB_RECORDS&amp;service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</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><datafield tag="883" ind1="1" ind2=" "><subfield code="8">2\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><datafield tag="943" ind1="1" ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-020612321</subfield></datafield></record></collection>
id DE-604.BV036693734
illustrated Illustrated
indexdate 2024-12-24T00:11:04Z
institution BVB
isbn 9780123750792
language English
oai_aleph_id oai:aleph.bib-bvb.de:BVB01-020612321
oclc_num 699892023
open_access_boolean
owner DE-523
DE-29T
DE-91G
DE-BY-TUM
DE-703
DE-M347
DE-863
DE-BY-FWS
DE-522
DE-11
DE-B768
DE-Po75
owner_facet DE-523
DE-29T
DE-91G
DE-BY-TUM
DE-703
DE-M347
DE-863
DE-BY-FWS
DE-522
DE-11
DE-B768
DE-Po75
physical XXVII, 1167 S. Ill., graph. Darst.
publishDate 2010
publishDateSearch 2010
publishDateSort 2010
publisher Elsevier
Morgan Kaufman
record_format marc
spellingShingle Pharr, Matt
Physically based rendering from theory to implementation
Computer graphics
Three dimensional display systems
Dreidimensionale Computergrafik (DE-588)4133691-4 gnd
Rendering (DE-588)4219666-8 gnd
Geometrische Modellierung (DE-588)4156717-1 gnd
Softwareentwicklung (DE-588)4116522-6 gnd
Computergrafik (DE-588)4010450-3 gnd
Realistische Computergrafik (DE-588)4205002-9 gnd
Metamathematik (DE-588)4074759-1 gnd
subject_GND (DE-588)4133691-4
(DE-588)4219666-8
(DE-588)4156717-1
(DE-588)4116522-6
(DE-588)4010450-3
(DE-588)4205002-9
(DE-588)4074759-1
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 ; Greg Humphreys
title_fullStr Physically based rendering from theory to implementation Matt Pharr ; Greg Humphreys
title_full_unstemmed Physically based rendering from theory to implementation Matt Pharr ; Greg Humphreys
title_short Physically based rendering
title_sort physically based rendering from theory to implementation
title_sub from theory to implementation
topic Computer graphics
Three dimensional display systems
Dreidimensionale Computergrafik (DE-588)4133691-4 gnd
Rendering (DE-588)4219666-8 gnd
Geometrische Modellierung (DE-588)4156717-1 gnd
Softwareentwicklung (DE-588)4116522-6 gnd
Computergrafik (DE-588)4010450-3 gnd
Realistische Computergrafik (DE-588)4205002-9 gnd
Metamathematik (DE-588)4074759-1 gnd
topic_facet Computer graphics
Three dimensional display systems
Dreidimensionale Computergrafik
Rendering
Geometrische Modellierung
Softwareentwicklung
Computergrafik
Realistische Computergrafik
Metamathematik
url http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020612321&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
work_keys_str_mv AT pharrmatt physicallybasedrenderingfromtheorytoimplementation
AT humphreysgreg physicallybasedrenderingfromtheorytoimplementation