{"schemaVersion":1,"record":{"key":"resource/pbr-book","type":"resource","id":"pbr-book","lang":"en","title":"Physically Based Rendering","summary":"An in-depth reference on physically based rendering that connects mathematical theory to a complete renderer’s implementation.","updatedAt":null,"status":"active","url":"https://gamemechanics.pro/en/resources/#resource-pbr-book","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/pbr-book.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/pbr-book.md","aliases":[],"tags":["book","","engineering"],"sourceIds":["source-a4fab02ba35b9f79"],"sources":[{"id":"source-a4fab02ba35b9f79","title":"Physically Based Rendering","url":"https://www.pbr-book.org/","verifiedAt":null}],"sections":[{"id":"principle","title":"When to use it","body":"An in-depth reference on physically based rendering that connects mathematical theory to a complete renderer’s implementation."},{"id":"access","title":"Access","body":"The complete third and fourth editions are free online. Requires mathematics, C++ and graphics fundamentals."},{"id":"practice","title":"Try it","body":"Read the system overview and trace a ray through the implementation."}],"relations":[],"placements":[],"supersededBy":[],"attributes":{"kind":"book","format":null,"language":"en","authors":"Matt Pharr, Wenzel Jakob, Greg Humphreys"},"endsAt":null,"provenance":"Original editorial recommendation. The external material retains its author’s rights.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}