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Real-Time Rendering, Third Edition 3rd Edition

4.7 out of 5 stars 37 customer reviews
ISBN-13: 978-1568814247
ISBN-10: 1568814240
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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 (37 customer reviews)
  • Amazon Best Sellers Rank: #134,126 in Books (See Top 100 in Books)

Customer Reviews

Most Helpful Customer Reviews

22 of 22 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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20 of 23 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 J. S. Harbour 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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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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