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Physically Based Rendering: From Theory to Implementation 2nd Edition
- ISBN-100123750792
- ISBN-13978-0123750792
- Edition2nd
- PublisherMorgan Kaufmann
- Publication dateJuly 12, 2010
- LanguageEnglish
- Dimensions7.5 x 1.75 x 9.25 inches
- Print length1200 pages
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Editorial Reviews
Review
"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
Review
An updated and expanded edition of the definitive rendering reference!
From the Back Cover
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.
About the Author
Greg Humphreys is Director of Engineering at FanDuel, having previously worked on the Chrome graphics team at Google and the OptiX GPU raytracing engine at NVIDIA. Before that, he was a professor of Computer Science at the University of Virginia, where he conducted research in both high performance and physically based computer graphics, as well as computer architecture and visualization. Greg has a B.S.E. degree from Princeton, and a Ph.D. in Computer Science from Stanford under the supervision of Pat Hanrahan. When he's not tracing rays, Greg can usually be found playing tournament bridge.
Product details
- Publisher : Morgan Kaufmann
- Publication date : July 12, 2010
- Edition : 2nd
- Language : English
- Print length : 1200 pages
- ISBN-10 : 0123750792
- ISBN-13 : 978-0123750792
- Item Weight : 5.6 pounds
- Dimensions : 7.5 x 1.75 x 9.25 inches
- Best Sellers Rank: #5,359,752 in Books (See Top 100 in Books)
- #328 in Rendering & Ray Tracing
- #584 in 3D Graphic Design
- #1,866 in Computer Graphics
- Customer Reviews:
About the authors

Greg Humphreys is a Software Lead at NVIDIA where he works on OptiX, a high performance GPU raytracing engine. Part raytracer, part compiler, part runtime binary modification system, and part operating system, OptiX allows users to create very high performance raytracers that adapt to both the GPU architecture they are running on as well as the dataset they are currently rendering.
Previously Greg has worked at Aggregate Knowledge, a startup company working in analytics, data mining, recommendations, and online advertising. Greg was also a professor of Computer Science at the University of Virginia, and received his Ph.D. from the Stanford Graphics Lab.

Matt Pharr is a Software Engineer at Google, where he works in virtual reality. He was previously a Principal Engineer at Intel after Intel acquired Neoptica, which he co-founded. Before Neoptica, Matt co-founded Exluna (acquired by NVIDIA), worked in Pixar's Rendering R&D group, and received his PhD from the Stanford Graphics Lab.
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Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonTop reviews from the United States
- 5 out of 5 stars
new level of the great book
Reviewed in the United States on August 28, 2010ok, I should not repeat what people already said about the first edition - this book is definitely great, outstanding, and it covers both theory and implementation indeed
I also will not repeat what you can find in th preface - thanks to editor you can preview the book and find what it is about and how it differs from the first edition. The preview also contains three chapters, it is more than enough to give you an understanding what kind of book is it. So, please, no this "I whant to render nice pictures, and this book is full of formulas and program code" comments.
No CDs included, because the renderer source code is available on the book web site (mentioned in the introductory chapter)
I just whant to add something to "About the Authors" because things about them changed more than a little bit, and because you could not find this information here.
(from the back-cover)
Matt Pharr co-founded both Exluna (acquired by NVIDIA) and Neoptica (acquired by Intel), and has also worked in Pixar's Rendering R&D group.
Greg Humphreys is the software lead for the OptiX ray tracing engine at NVIDIA [OptiX is GPU-accelerated rt toolkit, you can find it on NVIDIA developer site - V.I.]
So, as you can see, the authors are trustworthy, at least in this area :).
2 people found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 5 out of 5 stars
This book is best read like a novel.
Reviewed in the United States on January 18, 2020If you are graphics programmer, hobby or pro, this is not a book to skip. In its paper form it is easily enjoyed during leisure time, and a great reference in the future.
Sending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 4 out of 5 stars
you might be better off looking elsewhere
Reviewed in the United States on September 16, 2017I think seems be a very thorough discussion of PBR within the context of raytracing. If you are going to be working with real time rendering, you might be better off looking elsewhere. The math is quite advanced and assumes a lot of prior knowledge (a lot of it is above my head). This is definitely a graduate level text book.
2 people found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 3 out of 5 stars
Someone altered my digital order from print replica to kindle (mobi)!!
Reviewed in the United States on November 17, 2013When that kindle edition was on sale, I ordered that print replica version instead of regular kindle edition (mobi). I had a PDF-version copy for a while but they altered my digital order with kindle edition instead without my knowledge. Later kindle app automatically re-downloaded it from cloud storage. I ended up mobi version instead that it does not allow me to zoom anymore. However, Elsevier store website still offers PDF version for both editions of that book. That's why I prefer PDF version over MOBI version and I will order PDF version for both books (1st and 2nd editions) soon. Rated 1 star.
Also I have print book and reviewed book. That is very good information for ray-tracing programming but it is not for beginners. It requires knowledge of Calculus and Linear Algebra. I researched about that and found some interesting articles like realistic camera lens that uses complex mathematics to render everything as if real camera take photos. I am so impressed. Some day I will learn how to write a program to simulate real camera lens. Rated 5 stars.
Overall ratings: 3 stars.
Sending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 5 out of 5 stars
Still getting into it, but looks like just what I was after
Reviewed in the United States on August 26, 2013I have spent a good portion of my career using software that performs physics based image rendering.
Now I get to learn it at a much lower level.
This will be a fun journey.
Sending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 5 out of 5 stars
poor rendering (
Reviewed in the United States on March 18, 2016A must have book. Fullstop. The kindle version is so-so, poor rendering (...) of the equation.
Sending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 1 out of 5 stars
DO NOT BUY Kindle Edition
Reviewed in the United States on November 21, 2012This is not a comment about the book contents but simply a big warning for the digital format. Almost all equations were simply images scanned from the books. And reference links or cited pages were either wrong or dead. Why the hell there's a kindle version anyway? And such bad qualities and useless print still costs 58 USD, hard-cover is only 5 bucks more. I know I'm stupid, but please stop scamming money out of nerds.
74 people found this helpfulSending feedback...Sending feedback...HelpfulThank you for your feedback.Sorry, we failed to record your vote. Please try againThanks, we'll investigate in the next few days.Sorry, We failed to report this review. Please try again - 5 out of 5 stars
Modern rendering algorithms through the documented source code...
Reviewed in the United States on April 29, 2013Format: HardcoverVine Customer Review of Free Product"Physically Based Rendering: From Theory to Implementation" is aptly named. This text book presents a selection of modern rendering algorithms through the documented source code that eventually builds a complete rendering system called "pbrt".
"pbrt" is based on the ray-tracing algorithm. According to the authors this software has three goals in mind: it should be complete, illustrative, and physically based. Completeness meaning that there should be lacking features found in high quality commercial rendering packages, illustrative meaning that they tried to choose algorithms, data structures, and rendering techniques with an eye toward readability and clarity, and physically based meaning that the foundations should be based on the laws of physics and their mathematically expressions.
It should also be noted that the authors take the "literate programming" methodology first coined by Donald Knuth based on the idea that programs should be written more for people's consumption than for computer's consumption.
In order to get the most out of this text your should already have a strong background in computer graphics and are probably enrolled in a graduate level computer science program. Knowledge of vector geometry and transformations are assumed. Also experience with programs with tens of thousands lines of source code would be beneficial, in my opinion.
But if you think your ready, Matt Pharr and Greg Humphreys deliver on their promise with over 1,000 pages building the "pbrt" rendering system from the ground up. You'll get a full course meal consisting of primitive acceleration, radiometry, sampling and reconstruction, reflection models, volume scattering, monte carlo integration, and light transport.
Overall, this can be an intimidating tome. I probably would not recommend this textbook to those that are wanting to jump right to section to learn more about a concept. Instead, you need to have a lot of time set aside to work though this book, which will consists of a lot of code writing. But if you have what it takes, I highly recommend taking the journey, for you will be rewarding with an exceptional understanding of the entire workflow of physically based rendering techniques.
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Top reviews from other countries
Martin Tomasi5 out of 5 starsA great second computer graphics book
Reviewed in Germany on April 23, 2014This is not an introductory text. A good familiarity with general computer graphics concepts, mathematical notation and C++ is assumed. That is necessary since this book has a very large scope and tries to do many things. I personally really like the way code and text are mixed in this book, it feels very natural. There is a lot of ground that is covered, from basics of ray tracing to sampling theory, transformations, shading, BRDFs and more advanced topics like Monte Carlo sampling, Metropolis light transport, subsurface scattering and so on. As for the code, the authors only use a subset of the C++ language (as I imagine everyone does, since the language is so massive) and the code is quite readable. There are some concessions made for performance, but those are generally well-explained in the accompanying text. The book has a very solid amount of illustrations that help visualize things like ray-object intersections, acceleration structures and a lot of other things. This book is a remarkable effort to make advanced computer graphics and its implementation in code accessible and It does a fantastic job at that.
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L. M. Prado5 out of 5 starsEstupendo
Reviewed in Spain on February 7, 2013Este libro tiene de todo, está mucho más actualizado que Real Time Rendering (aunque ese también es un buen complement9, y contiene muchísimas referencias para continuar el estudio a base de otros libros y papers. Un libro para tener en la biblioteca, sin duda.
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Signorelli Massimo4 out of 5 starsCompleto e ben leggibile
Reviewed in Italy on May 16, 2013Libro molto dettagliato, con esempi di codice facilmente riutilizzabili.
Non proprio per principianti, richiede basi matematiche.
Carta patinata, su cui non si può facilmente scrivere note a margine!
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freejack5 out of 5 starsbesser geht nicht!
Reviewed in Germany on June 24, 2011Dieses Buch beschreibt ausführlich die Hintergründe und die zweckmäßige Implementierung eines Renderers mit dem Ray Tracing Algorithmus. Biased Rendering wird kurz gestreift, der Schwerpunkt liegt jedoch auf physikalisch korrektem, unbiased Rendering.
Es werden alle Bestandteile (Sampler, Integratoren, Metropolis Light Transport, BRDF, ...) eines Rendering Systems behandelt. Neben der Dardestellung im Buch gibt es auf der begleitenden Web-Site auch noch das komplette System im Quellcode samt zahlreichen Beispielszenen unter einer freien Lizenz. Selbst Grundlagen wie geometrische Datenstrukturen (Trees, Voxel, ...) zur effizienten Implementierung finden Platz.
In einer englischen Rezension wurde folgender treffene Kommentar zu diesem Buch samt der kompletten, funktionierenden Implementierung des Renderers abgegeben: jeder, der schon mal auf Basis eines Papers etwas implementieren musste, dass auch funktioniert, weiß wie sehr man dieses Werk schätzen muss!
In allen Kapiteln gibt es auch noch Übungen und Ideen für Erweiterungen sowie Literaturhinweise (so gehört es sich natürlich auch, ist jedoch leider nicht selbstvertändlich).
Abschließend sei noch das wunderschön gebundene Buch zum vergleichsweise günstigen Preis für so ein Spezialthema lobend erwähnt.
Zu meckern gibt es also nichts wesentliches. Der pbrt-Renderer hat sich inzwischen auch als Basis für zahlreiche Paper und Veröffentlichungen etabliert. Das saubere, objektorientierte und dabei doch performante Design und die einfache Erweiterbarkeit dürften die Hauptgründe dafür sein.
Nur ganz aktuelle Entwicklungen, wie z.B. Teile des Renderers mit OpenCL auf GPUs laufen lassen (die nächste Generation vom Blender Renderer wird dies nutzen, im luxrender gibt es auch erste Module dazu) oder auch SPPM ("Stochastic progressive photon mapping"), sind in diesem Grundlagenbuch noch nicht abgedeckt.
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Vasco Costa4 out of 5 starsGreat content. But the book Amazon sent me was ...
Reviewed in the United Kingdom on February 11, 2018Great content. But the book Amazon sent me was dented and they claimed it was a transportation fault. Well, it wasn't me who chose the transporters. I've also had a package come completely soaked once. Good thing it didn't have a book inside.
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