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Matt Pharr is an American computer graphics researcher and writer, and one of the primary originators of the physically based rendering process. His research focuses on rendering algorithms , graphics processing units , as well as scientific illustration and visualization .
The phrase "Physically Based Rendering" was more widely popularized by Matt Pharr, Greg Humphreys, and Pat Hanrahan in their book of the same name from 2004, a seminal work in modern computer graphics that won its authors a Technical Achievement Academy Award for special effects. [2] The book is now in its fourth edition. [3]
This is a list of models and meshes commonly used in 3D computer graphics for testing and demonstrating rendering algorithms and visual effects. Their use is important for comparing results, similar to the way standard test images are used in image processing .
Diagram showing vectors used to define the BRDF. All vectors are unit length. points toward the light source. points toward the viewer (camera). is the surface normal.. The bidirectional reflectance distribution function (BRDF), symbol (,), is a function of four real variables that defines how light from a source is reflected off an opaque surface. It is employed in the optics of real-world ...
In 2014 he shared a technical achievement award with Matt Pharr and Greg Humphreys, for their formalization and reference implementation of the concepts behind physically based rendering, as shared in their book Physically Based Rendering. [19]
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.
The term "physically based" indicates the use of physical models and approximations that are more general and widely accepted outside rendering. A particular set of related techniques have gradually become established in the rendering community.
Unbiased methods, such as path tracing and its derivatives, simulate real-world lighting and shading with full physical accuracy. In contrast, biased methods, including traditional ray tracing , sacrifice precision for speed by using approximations that introduce errors—often seen as blur. [ 1 ]