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Physically Based Rendering, Fourth Edition
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Table of Contents

Chapter 01. Introduction 1
Chapter 02. Monte Carlo Integration 53
Chapter 03. Geometry and Transformations 81
Chapter 04. Radiometry, Spectra, and Color 145
Chapter 05. Cameras and Film 205
Chapter 06. Shapes 261
Chapter 07. Primitives and Intersection Acceleration 397
Chapter 08. Sampling and Reconstruction 445
Chapter 09. Reflection Models 535
Chapter 10. Textures and Materials 633
Chapter 11. Volume Scattering 697
Chapter 12. Light Sources 739
Chapter 13. Light Transport I: Surface Reflection 813
Chapter 14. Light Transport II: Volume Rendering 853
Chapter 15. Wavefront Rendering on GPUS 917
Chapter 16. Retrospective and the Future 977
Appendixes
A Sampling Algorithms 993
B Utilities 1031
C Processing the Scene Description 1119
References 1141
Index of Fragments 1183
Index of Classes and their Members 1201
Index of Miscellaneous Identifiers 1213
Subject Index 1215
Colophon 1245

About the Author

Matt Pharr is a Distinguished Research Scientist at NVIDIA. He previously worked at Google, co-founded Neoptica, and co-founded Exluna. Wenzel Jakob is Assistant Professor of Computer Science at the cole polytechnique federale de Lausanne (EPFL), where he leads the Realistic Graphics Lab. Greg Humphreys is a software engineer at a stealth startup. He previously worked on the Chrome graphics team at Google and as a professor of computer science at the University of Virginia.

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