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Real-Time Rendering (Hardcover)

by Tomas Moller (Author), Eric Haines (Author) "Real-time rendering is concerned with making images rapidly on the computer..." (more)
Key Phrases: screen grid cell, corresponder functions, raster memory board, Moore's Law, Texturing Figure, Case Study (more...)
4.6 out of 5 stars See all reviews (39 customer reviews)


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Editorial Reviews

Amazon.com Review
One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.

The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done.

Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.

Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo

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 --This text refers to the Hardcover edition.

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Product Details

  • Hardcover: 482 pages
  • Publisher: AK Peters, Ltd.; 1 edition (June 15, 1999)
  • Language: English
  • ISBN-10: 1568811012
  • ISBN-13: 978-1568811017
  • Product Dimensions: 9.3 x 6.2 x 1.6 inches
  • Shipping Weight: 2.7 pounds
  • Average Customer Review: 4.6 out of 5 stars See all reviews (39 customer reviews)
  • Amazon.com Sales Rank: #573,697 in Books (See Bestsellers in Books)

    Popular in these categories: (What's this?)

    #17 in  Books > Computers & Internet > Programming > Algorithms > Real-Time Data Processing
    #37 in  Books > Computers & Internet > Graphic Design > Rendering & Ray Tracing

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39 Reviews
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34 of 35 people found the following review helpful:
5.0 out of 5 stars 3D GAME PROGRAMMERS ULTIMATE COMPANION, October 21, 1999
By A Customer
This book is simply put, a must have. If you are building an graphics pipeline for 3d games and need to know about things such as lens flares collision detection (hierarchical), pipeline optimization and general 3D math. Get This book. It is like the FOLEY and VAN DAMM book except it focuses on real time rendering (interactivity) I recoomend this book highly, as i got it yesterday and skimmed over most chapters and read the first two completely. This author writes not from a boring perspective, but of an fresh easily readible text format which basically teaches you the theory and gives you the inspiration to test it out on whatever platform you wish. This book should have come out sooner, is my only gripe. Purchase Book, grab a nice cup of joe, find a quiet corner and make sure to bring a pen/pad.
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27 of 27 people found the following review helpful:
4.0 out of 5 stars Great stuff, August 23, 1999
By A Customer
For a long time, I've looked for a book like this. Getting into graphics programming can be a real pain, because you either have books that don't discuss the issues involved with any depth whatsoever, or you wind up with tomes like Foley and VanDam, which can be overpowering to those not already versed in the subject.

This book does a fine job of bridging the gap, so to speak. For starters, the authors cover a very wide range of computer graphics topics, and do so in depth. The writing style is quite good, which helps a lot. Also, the text's illustrations and color photos in the middle of the book provide a good counterpoint to the topics being discussed.

For those readers who need a math review, or who don't know the math to begin with, an appendix in the back does a good job of going over the important mathematical points relevant to computer graphics.

That said, let me warn those of you out there who are "true beginners" that this book assumes you've had at least some previous exposure to computer graphics. It doesn't have to be that much exposure, but this text hits the ground running, and it's a good idea to have another, introductory book on hand to help you out should you get stuck or lost here. I'd reccomend Hearn and Baker's book- a personal favorite.

Also, those of you hard-core coders out there may be disappointed to learn that no API specific code is discussed here, with one or two exceptions. This is a theory book, period, and it does its job very well.

Up to date, filled with discussion topics no other book touches, and with an excellent footnoting scheme for those who want to learn more- this book is one to look at.

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33 of 35 people found the following review helpful:
5.0 out of 5 stars A must-have for graphics/game programmers, November 13, 2000
By Dave Astle (GameDev.net) - See all my reviews
(REAL NAME)   
Real-Time Rendering is a wonderful all-around resource that belongs on the desk of any serious graphics programmer. Moller and Haines have taken a great deal of the research done in this area over the past decade and compiled it into a single, very well-written work. For each topic covered, several algorithms are discussed, with the strengths and weaknesses of each. Although pseudo-code is occasionally provided, source code is not, which I consider a plus, as it causes the focus of the book to remain on the algorithms themselves, not the implementation thereof.

Given the nature of the book, it's not one I'd recommend to beginners; although the first several chapters include a very clear and API-independent introduction to 3D graphics, the rest of the book is well beyond the scope of what most beginners will find useful. However, for anyone serious about the creation of high-performance graphics engines, this book is an indispensable resource.

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Most Recent Customer Reviews

5.0 out of 5 stars perfect - concise, up-to-date review of realtime 3D graphics
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). Read more
Published 1 month ago by techno hermit

5.0 out of 5 stars Great! But Brief Approach
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... Read more
Published 4 months ago by Chun-hyok Chong

5.0 out of 5 stars Masterpiece
I've read only a few chapters so far, but I can assure the new edition of the book is absolutely great.
Published 6 months ago by Nene

5.0 out of 5 stars From practical rendering for games to math and details for better interactive applications, it's not to be missed
Tomas Akenine-Moller, Eric Haines and Naty Hoffman's REAL-TIME RENDERING, 3RD EDITION has been completely revised and revamped for its updated third edition, which focuses on... Read more
Published 8 months ago by Midwest Book Review

5.0 out of 5 stars must-have
Must-have for anyone who cares about real-time rendering. It will save you a lot of time -- trust me
Published 10 months ago by Aliaksei Arlou

1.0 out of 5 stars No source code. This makes this book absolutely meaningless.
The primarily reason to buy that book was reviews. There is no CD and no examples. So if you are a developer and want to see some code or examples, do not waste money on it. Read more
Published 19 months ago by Agha Khan

5.0 out of 5 stars how to live without it
Real-time rendering is a perfect resource to bring always :) with you and read something about this world.

I find it really useful and elegant and complete
Published on January 23, 2007 by M. Veltri

5.0 out of 5 stars Everything I was looking for
I acually read this book cover to cover theres alot of information in the book and its a great book to refer back to. Its really good as a companion with OpenGL. Read more
Published on March 24, 2006 by T. Tricker

4.0 out of 5 stars High level presentation of rendering techniques
This is not a book of algorithms on computer graphics methods. Instead, it is a comprehensive high-level survey of rendering techniques for making the graphics appear to occur in... Read more
Published on January 1, 2006 by calvinnme

3.0 out of 5 stars Decent survey/reference book
I was greatly disappointed with the first edition of this book. There is nothing new herein that cannot be culled from the latest presentations/whitepapers posted on NVIDIA/ATI... Read more
Published on December 13, 2005 by P. Prabhu

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