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Real-Time Rendering, Third Edition [Hardcover]

Tomas Akenine-Moller (Author), Eric Haines (Author), Naty Hoffman (Author)
4.9 out of 5 stars  See all reviews (19 customer reviews)

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Book Description

July 31, 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 or 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.


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Editorial Reviews

Review

Real-Time 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

Real-Time Rendering provides a solid introduction to the essential techniques every graphics programmer should know. It also serves as a great reference for finding relevant publications and is a joy to read. --Martin Mittring, Lead Graphics Programmer, Crytek

One of my favorite graphics books is Real-Time Rendering. . . . If you only get one graphics book, get this one. --Ron Fosner, author of Real-Time Shader Programming

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: AK Peters; 3 edition (July 31, 2008)
  • Language: English
  • ISBN-10: 1568814240
  • ISBN-13: 978-1568814247
  • Product Dimensions: 9.3 x 6.3 x 1.9 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.9 out of 5 stars  See all reviews (19 customer reviews)
  • Amazon Best Sellers Rank: #27,956 in Books (See Top 100 in Books)

 

Customer Reviews

19 Reviews
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Average Customer Review
4.9 out of 5 stars (19 customer reviews)
 
 
 
 
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10 of 10 people found the following review helpful:
5.0 out of 5 stars Great! But Brief Approach, March 4, 2009
Amazon Verified Purchase(What's this?)
This review is from: Real-Time Rendering, Third Edition (Hardcover)
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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6 of 6 people found the following review helpful:
5.0 out of 5 stars perfect - concise, up-to-date review of realtime 3D graphics, June 18, 2009
By 
techno hermit (maui, hawaii, usa) - See all my reviews
Amazon Verified Purchase(What's this?)
This review is from: Real-Time Rendering, Third Edition (Hardcover)
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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2 of 2 people found the following review helpful:
5.0 out of 5 stars A Must Read and Keep, October 14, 2010
By 
Sunny (Washington) - See all my reviews
This review is from: Real-Time Rendering, Third Edition (Hardcover)
Four features mark this book as a standout: comprehensive coverage of the subject, clear and supportive figures and illustrations, nicely developed mathematical explanations and descriptions of the phenomena, and usefull cross-references to other textbooks and tech papers. All three editions, together, illustrate the still-ongoing progress in this field. I have used all three as resources for my own work, most recently 3D Modeling, Animation, and Rendering: An Illustrated Lexicon, Color Edition.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
global illumination, acceleration algorithms, cell broadband engine, pipeline optimization, parametric curves, triangle fans, basic transforms, precomputed lighting, shading language, constant registers, light source types, instruction slots, corresponder functions, tiling architecture, reflected view vector, full global illumination algorithms, bitangent vectors, screen grid cell, microfacet theory, irradiance environment maps, tessellation rate, reflected view direction, tessellation hardware, multiprocessor pipeline, portal culling
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Image-Based Effects, Advanced Shading, Intersection Test Methods, Visual Appearance, Polygonal Techniques, Non-Photorealistic Rendering, Case Studies, Technologies Inc, Snell's Law, The Graphics Processing Unit, Efficient Tessellation, The Graphics Rendering Pipeline, Texturing Figure, Valve Corp, Some Linear Algebra, Miscellaneous Topics, Monte Carlo, Dynamic Intersection Testing, Toy Story, Flagship Studios, Hugues Hoppe, Particle Systems, Intel Corporation, The Texturing Pipeline, Multiple Objects
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