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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
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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
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techno hermit (maui, hawaii, usa) - See all my reviews
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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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1 of 1 people found the following review helpful:
5.0 out of 5 stars Great concept book, May 21, 2010
By 
Robert Cook (California, United States) - See all my reviews
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This review is from: Real-Time Rendering, Third Edition (Hardcover)
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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2 of 3 people found the following review helpful:
5.0 out of 5 stars Awesome book!, March 9, 2010
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This review is from: Real-Time Rendering, Third Edition (Hardcover)
This book has just the right amount of detail on almost every facet of real-time rendering, and it has 1416 references to point you to more detail when it's needed. Very well written, too. It doesn't have many errors, but it does have a few key ones in some algorithms, so be sure to check the errata list online.
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5.0 out of 5 stars great read, September 28, 2011
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This review is from: Real-Time Rendering, Third Edition (Hardcover)
The book is very well written though it does not help with coding it does help you understand key elements about rendering systems.
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5.0 out of 5 stars Wonderful book, August 16, 2011
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This review is from: Real-Time Rendering, Third Edition (Hardcover)
I own several books on real-time rendering, but this is by far the most useful. It's the first place I look when I'm starting to research a problem.
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5.0 out of 5 stars Great book to get to know newest tech., July 31, 2011
This review is from: Real-Time Rendering, Third Edition (Hardcover)
Not a good book for beginner, but if you have experience playing around 3D graphics and do not bother how to implement everything. Then this book is a fairly good book to provide you a clue on how most cool effect in the modern 3D graphic engine is archieved. Rarely unnecessay theories or math, most descriptions, short enough just for you to know the history, implementation, references and problems.
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5.0 out of 5 stars Great, December 9, 2009
By 
K. Madsen (Utah - Go Jazz!) - See all my reviews
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This review is from: Real-Time Rendering, Third Edition (Hardcover)
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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5.0 out of 5 stars Perfect for reference & beginning computer graphics programmer, November 19, 2009
This review is from: Real-Time Rendering, Third Edition (Hardcover)
I always look to this book in reference for computer graphics topics. Explains the theory behind different techniques and subjects well as I am a Senior in High school and understood it well with not more then a Calculus background. I read through the whole thing and couldn't put it down :D

Buy it!
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Real-Time Rendering, Third Edition
Real-Time Rendering, Third Edition by Naty Hoffman (Hardcover - July 31, 2008)
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