---
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.
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status: active
url: 'https://gamemechanics.pro/en/resources/#resource-pbr-book'
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markdownUrl: 'https://gamemechanics.pro/content/knowledge/en/resource/pbr-book.md'
aliases: []
tags:
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  - ''
  - engineering
sourceIds:
  - source-a4fab02ba35b9f79
sources:
  - id: source-a4fab02ba35b9f79
    title: Physically Based Rendering
    url: 'https://www.pbr-book.org/'
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attributes:
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  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
---
# Physically Based Rendering

id: pbr-book
type: resource
key: resource/pbr-book
lang: en
status: active
url: https://gamemechanics.pro/en/resources/#resource-pbr-book

An in-depth reference on physically based rendering that connects mathematical theory to a complete renderer’s implementation.

## When to use it

An in-depth reference on physically based rendering that connects mathematical theory to a complete renderer’s implementation.

## Access

The complete third and fourth editions are free online. Requires mathematics, C++ and graphics fundamentals.

## Try it

Read the system overview and trace a ray through the implementation.

## Connected materials


## Sources and provenance

Original editorial recommendation. The external material retains its author’s rights.

- [Physically Based Rendering](https://www.pbr-book.org/) (id: source-a4fab02ba35b9f79)

CC-BY-4.0 · gamemechanics.pro contributors
