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Real-Time Rendering, Third Edition [Hardcover]

Tomas Akenine-Moller , Eric Haines , Naty Hoffman
4.8 out of 5 stars  See all reviews (27 customer reviews)

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Book Description

July 25, 2008 1568814240 978-1568814247 3
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

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Real-Time Rendering, Third Edition + Game Engine Architecture + Mathematics for 3D Game Programming and Computer Graphics, Third Edition
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Editorial Reviews

Review

Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. 
       -- Gabe Newell, President, Valve, May 2008


Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. 
       -- The Bookwatch, November 2008


You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. 
       -- Logan Decker, PC Gamer Magazine , February 2009

About the Author

Tomas Akenine-Moller is a professor of computer science, specializing in computer graphics and image processing, at the Department of Computer Science, Lund University, Sweden. He received an MSc in Computer Science and Engineering from Lund in 1995, and a PhD in computer graphics from Chalmers University of Technology in 1998. In 2000 he was a post doc at UC Berkeley and he also spent time at UC San Diego (2004/2005) as a visiting researcher. Eric Haines is a Lead Software Engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications. He is currently an editor of the journal of graphics tools, online editor for ACM TOG, and maintainer of the Graphics Gems code repository, among other activities. He received an MS from the Program of Computer Graphics at Cornell in 1985. Naty Hoffman has been developing videogame graphics for over a decade. Previously he was a microprocessor architect at Intel. He has contributed to the development of numerous games as well as instruction set extensions, major graphics APIs, and processors. Naty is particularly interested in physically-based real-time rendering methods, on which he has published several articles and taught classes at SIGGRAPH, I3D, GDC and Meltdown.

Product Details

  • Hardcover: 1045 pages
  • Publisher: A K Peters/CRC Press; 3 edition (July 25, 2008)
  • Language: English
  • ISBN-10: 1568814240
  • ISBN-13: 978-1568814247
  • Product Dimensions: 6 x 1.9 x 9 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (27 customer reviews)
  • Amazon Best Sellers Rank: #84,066 in Books (See Top 100 in Books)

More About the Author

I'm a Senior Principal Engineer (read, "programmer") at Autodesk, a company that makes more software than you might realize, e.g., Max, Maya, and Softimage. I've been there for over fifteen years, previously working twelve years for a little startup begun by my advisor, Don Greenberg, called 3D/Eye. I graduated with an MS from the Program of Computer Graphics at Cornell in 1985 and have been in Ithaca ever since - it's been a career goal, in a sense: college town, beautiful lakes and trails, plenty of arts and culture, no major highway, and cold winters that help slow growth. Prior to Ithaca I worked on satellites a few years in Princeton with RCA Astro-Electronics. I graduated with a BS in Computer Science from RPI in 1980. I've done research in the areas of ray tracing, radiosity, and interactive shadows, and have contributed to a number of books.

That's the resume filler. Where I have spent a fair bit of my time and effort over the past few decades is in being an active member in the community of computer graphics people. I do my bit to provide useful resources and make things interesting: blogging and editing, maintaining the Graphics Gems code repository, reviewing for the Journal of Graphics Tools and the new Journal of Computer Graphics Techniques, editing the Ray Tracing News, running the Fantasy Graphics League, etc. Which sounds altruistic, or maybe egotistical, but analysis aside, it's what I find I like to do. I also run a popular wildflower identification site - go figure. But I also admit to wasting way too much time on FPS games like the Battlefield series and Left 4 Dead.

Customer Reviews

4.8 out of 5 stars
(27)
4.8 out of 5 stars
Overall good book for theory. Robert Evans  |  7 reviewers made a similar statement
This books contains solid knowledge on computer graphics. Isaac de la Vega  |  8 reviewers made a similar statement
Most Helpful Customer Reviews
16 of 18 people found the following review helpful
5.0 out of 5 stars Great! But Brief Approach March 4, 2009
Format:Hardcover|Amazon Verified Purchase
This book is a great collection of almost current practical rendering techniques.

Very basic theories/ideas for game engine, basis for game client programming as well as the necessary knowledge for understanding DirectX and OpenGL, in short, almost all stuffs of graphical rendering topics are covered by this book.

I think of that this book consists of three major parts by three different coauthors.
(But the consistency of the entire book content is kept well; the related issues in different sections/chapters are referred/linked with each other exactly.)

It covers,
BASIC SUFF AND LIGHT (Basic Vector Calculus, Basic Optical Science)
Basic logical tools for graphics - Matrix, Projection, Terminologies,
Basic graphics concepts - Aliasing, Morphing, Sensor, Color, Texture,
Characteristics of light - Spectrum of Light, Irradiance, Reflection/Refraction, etc.

RENDERING TECHNIQUE (More Artificial Technique)
Illumination, Shading, Mapping, Effects, Bill boarding, Fogging, Silhouette, Cartoon-Rendering, etc.

GEOMETRY AND PERFORMANCE
Line, Surface, Culling, LOD, Space Partitioning, Collision, Performance, GPU Pipeline, etc.

It cites a lot of references on graphics/rendering/shader books, mathematics, journals, treaties and articles on the both side of online and offline.
But the subjects/content of each section are written in brief and clear way to understand them due to that this book tries to avoid using complex formulae or equations.
Recommending to find/read the original references to get more details for those kind of formulae, this book focuses on the major flow of how the techniques are derived and applied to.

Again, it is very helpful to people who want to get a stout understanding for rendering technology.

Strongly Related Books with this;
Physically Based Rendering : From Theory to Implementation (The Morgan Kaufmann Series in Interactive 3D Technology) (The Interactive 3d Technology Series), ShaderX6: Advanced Rendering, 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology), Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)

Thanks.
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8 of 8 people found the following review helpful
Format:Hardcover|Amazon Verified Purchase
This is my favorite 3D graphics book by a wide margin. The writing is clear, concise and quite up-to-date (assuming you have the most recent edition). Every page contains concise, unobtrusive references to 1200 excellent sources of information (books, articles, links). For example, if you see [987] in the text, just find entry [987] in the appendix to find the name of a book, article, link or PDF with more information.

What's best about this text is how well chosen and written are the topics. Their intention is always to describe the best up-to-date techniques to implement solutions to every aspect of real-time 3D graphics, with only enough general or historical discussion of each topic to provide a foundation to understand the current state-of-the-art. This is simply the perfect practical approach. Their complementary website is an absolute gold mine of references and advice.

If I could only buy one general book on 3D graphics, this would definitely be it. It is a perfect complement to special-purpose books on specific APIs (OpenGL or DirectX) or GPU shading languages (GLSL or CG or HLSL) that describe the specific graphics environment and software tools you need to implement your 3D applications. If your choice is OpenGL/GLSL, then "Realtime Rendering" is the perfect complement to the OpenGL SuperBible (4th~5th edition) and the OpenGL Shading Language (3rd edition).
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1 of 1 people found the following review helpful
5.0 out of 5 stars Great and much needed improvement over the 2nd edition January 31, 2012
Format:Hardcover|Amazon Verified Purchase
The second edition of this book was great for its time but badly outdated. It glossed over topics that are becoming increasingly important in real-time graphics today such as radiometry/colorimetry, depth of field, etc. This latest edition fills in the gaps exquisitely. The expanded sections on physical light models, radiometry, etc. are an especially good introduction to the area. Other books I've read that specialized in physical light modelling left my head spinning. This book offers great introductions to algorithms that serve as valuable primers before delving into a more rigorous exploration of a given topic. However, that is not to say this book is shallow. For many purposes, the depth given is enough to start on an implementation.
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Most Recent Customer Reviews
5.0 out of 5 stars Great book for intermediate and experienced graphics programmers
I chose this book because I wanted something that skips over the very basics, since I had already learned those while developing my own simple 3D game engine. Read more
Published 4 hours ago by Andrei Barsan
5.0 out of 5 stars Must have for any kind of 3D graphics programmer
This books contains solid knowledge on computer graphics.

It is very well written and no doubt it will boost and reinforce your skills.
Published 1 month ago by Isaac de la Vega
4.0 out of 5 stars I love this book but Kindle version is weird.
The kindle version can only be used on certain devices. For instance, I can't read it on my iPhone nor on the browser plugin.
Published 1 month ago by Daniel Ribeiro Maciel
4.0 out of 5 stars In depth coverage of rendering concepts
It's a req book for DeVrys Game and Simulation Senior Graphics Programming Class using DirectX and HLSL.

It is NOT an intro book by any means. Read more
Published 1 month ago by Robert Evans
5.0 out of 5 stars Fantastic Resource
Excellent book outlining various techniques used in professional interactive graphics applications. I've used it as a resource for several projects. Read more
Published 3 months ago by K. Moser
4.0 out of 5 stars Good book
My hubby bought this book Real-Time Rendering, Third Edition
Tomas Akenine-Moller for his master degree and it was very useful for him, he truly recommends it.
Published 4 months ago by Matthias Breithaupt
5.0 out of 5 stars Amazing book, very thorough, great overview of lots of topics
This is, by far, one of the most thorough books I've read on computer graphics. It has a great overview of a lot of different topics related to real-time rendering, from lighting... Read more
Published 5 months ago by A. M. Hernandez
3.0 out of 5 stars No Android or Cloud Reader support?
It seems if you don't have an ipad you can't get this book for use on a tablet. The wording on the warning page from my Android device leads me to believe you can't get it for a... Read more
Published 14 months ago by T. Hendrix
5.0 out of 5 stars Kindle version crashes
Great book. Issue is kindle version crashes with new version of Kindle app on iOS when waken from sleep.
Very annoying as it is very difficult to read on iPad. Read more
Published 14 months ago by mappy
5.0 out of 5 stars Best Quality
I received the book within the specified time and the book was almost new as it was mentioned during the time of purchase.
Published 19 months ago by kaushik
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