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Real-Time Rendering, Third Edition Hardcover – July 25, 2008

ISBN-13: 978-1568814247 ISBN-10: 1568814240 Edition: 3rd

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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: 1.8 x 6.2 x 9 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (32 customer reviews)
  • Amazon Best Sellers Rank: #229,009 in Books (See Top 100 in Books)

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.

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

Best graphics book out there for real-time rendering.
Alex Tardif
This book offers great introductions to algorithms that serve as valuable primers before delving into a more rigorous exploration of a given topic.
Trystan A. Larey-Williams
This book is pricey because it's printed on high-quality gloss paper in FULL COLOR.
jsharbour

Most Helpful Customer Reviews

19 of 19 people found the following review helpful By techno hermit on June 18, 2009
Format: Hardcover 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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19 of 22 people found the following review helpful By Chunhyok Chong on March 4, 2009
Format: Hardcover 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.
Read more ›
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2 of 2 people found the following review helpful By K. Madsen on December 9, 2009
Format: Hardcover Verified Purchase
Awesome book, it goes over as much rendering as humans know. If you want to know how to render something and it has been done before 2009, it's in the book. It gives a really good description of just about everything, I was happy to see how it has a section to go over the GPU architecture, and uses the Playstation 3 and XBox 360 as examples. Goes in great depth, you're able to implement stuff out of the book even though it doesn't give you code (just pseudo code). It goes over ray tracing techniques, intersections, optimization, and advanced techniques, which I was also happy about in a real-time book. Since getting the book, I stay updated on the blog and all the information on [...]. I have to say this book is a must have if you're into rendering!
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2 of 2 people found the following review helpful By Robert Cook on May 21, 2010
Format: Hardcover Verified Purchase
I don't know if this book is for you if you are looking for 100% coding examples, but if that's what you're looking for you're probably not interested in Real-Time rendering seriously.

As far as the concepts go though it takes the ideas down to a very solid level of understanding.

My original use for this book was as a textbook over 2 years a go, but I still pull it out to this day.
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1 of 1 people found the following review helpful By Robert Evans on March 27, 2013
Format: Hardcover Verified Purchase
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. If you understand the basics of rendering already this book will give you detailed coverage of rendering theory, its not an implementation example book. I'd only recommend a full read through to an employed graphics developer.

Overall good book for theory.
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1 of 1 people found the following review helpful By jsharbour on March 24, 2010
Format: Hardcover
This book is pricey because it's printed on high-quality gloss paper in FULL COLOR. Every illustration, screenshot, is in color, which makes it a real treat to read compared to the usual cheap photocopy paper used in most books. There is not a lot of actual source code in this book that you can apply to your own rendering system immediately, but the theory is extremely valuable from a higher point of view--such as someone working on their own engine and looking for every angle to increase quality and performance of their scenes. This is more of a textbook than a consumer-level programming book, as there is quite a bit of theory versus hands-on code listings--which is a good thing. I know this book is being used for CS courses, and though I have taught CS courses myself, I am no longer in academia. Thus, my perspective is now that of a hobby programmer. As such, I can still strongly recommend this awesome book which will increase your comprehension of rendering systems. However, I recommend having an applied book as well so you can put some of the techniques presented herein to the test (for instance, I might suggest the new edition of Game Coding Complete).
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