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Real-Time Rendering, Fourth Edition 4th Edition
| Eric Haines (Author) Find all the books, read about the author, and more. See search results for this author |
| Price | New from | Used from |
Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics.
It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces.
It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.
Reviews
"This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." ― Alex Vlachos, Valve
"Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" ― Chris Wyman, Principal Research Scientist, NVIDIA
"Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." ― Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation
"I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." ― Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights
"Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" ― Aras Pranckevičius, Unity Technologies
About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
- ISBN-109781138627000
- ISBN-13978-1138627000
- Edition4th
- PublisherA K Peters/CRC Press
- Publication dateAugust 6, 2018
- LanguageEnglish
- Dimensions7.7 x 1.9 x 9.4 inches
- Print length1178 pages
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Editorial Reviews
About the Author
Tomas Akenine-Möller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group).
Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.
Naty Hoffman is currently Principal Engineer & Architect at Lucasfilm’s Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).
Angelo Pesce currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&D. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment.
Sebastien Hillaire is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences.
Michał Iwanicki currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in The Witcher, The Last of Us, and the Call of Duty series
Product details
- ASIN : 1138627003
- Publisher : A K Peters/CRC Press; 4th edition (August 6, 2018)
- Language : English
- Hardcover : 1178 pages
- ISBN-10 : 9781138627000
- ISBN-13 : 978-1138627000
- Item Weight : 0.071 ounces
- Dimensions : 7.7 x 1.9 x 9.4 inches
- Best Sellers Rank: #86,193 in Books (See Top 100 in Books)
- #1 in OpenGL Software Programming
- #2 in Rendering & Ray Tracing
- #33 in Game Programming
- Customer Reviews:
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
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonReviewed in the United States on August 31, 2018
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You should be careful when buying this book through Amazon. I paid the same price on the publishers website and am actually happy with the quality.
If you are on the fence about buying this book because of the negative reviews, I would urge you to reconsider. This is the book to buy if you are looking for an all-in-one source to learn about real-time graphics. If you are a game developer, software engineer, or just looking to learn more about this subject, you need to buy this book. It's the foundational text of the field. This edition in particular is very up-to-date, with huge additions over the previous edition including several chapters on real-time ray-tracing, volumetric rendering, and modern GPU architecture.
If you were like me and were uncertain about the book because of the print quality, I can say for myself that I have found these claims to be greatly exaggerated.
Both books I've received have had pages just fall out. The pages seems like they're not even bound. The attached picture depicts the quality of the first book received. I opened to the physically based shading section only to have the page slide out. It seems like every 15 pages or so has a loose page that will fall out. I suspect the entire inventory of books have this issue.
Do yourself a favor, don't bother buying a hard copy of the 4th edition. If you've already ordered a copy, check around page 301 for loose pages.
edit: I am changing my review from 1 start to what it is now. After reading a good portion of this book, the content really is amazing. It is such a shame that the hard copy is flawed.
By Anonymous Purchaser on December 21, 2018
Both books I've received have had pages just fall out. The pages seems like they're not even bound. The attached picture depicts the quality of the first book received. I opened to the physically based shading section only to have the page slide out. It seems like every 15 pages or so has a loose page that will fall out. I suspect the entire inventory of books have this issue.
Do yourself a favor, don't bother buying a hard copy of the 4th edition. If you've already ordered a copy, check around page 301 for loose pages.
edit: I am changing my review from 1 start to what it is now. After reading a good portion of this book, the content really is amazing. It is such a shame that the hard copy is flawed.
However, as other reviewers have noted, the 4th addition of Realtime Rendering is a joke in terms of print quality. After reading other reviews, I didn't think it would be that bad, but it literally does not compare to the 3rd edition I have sitting on my shelf. Really, it doesn't compare to ANY OTHER TECHNICAL BOOK I've bought in the last decade. Images are grainy and low resolution, color accuracy is poor, the TEXT IS NOT CLEAR (come on!), and the paper is so thin that just lightly turning pages can easily tear it. Compared to the previous edition which I've owned for years, I doubt this book will stand up to just a single read through. And when you put the two side by side and open up to similar pages, its just depressing.
I mean, seriously, I have many other books by CRC Press and they're usually top quality. I don't know why this one is so astronomically different.
Its unfortunate I have to give this book a 1 star review, I really have relied a lot on this series throughout my career as a professional software developer. But this book is absolutely not worth $89 + tax. If you want one of these, consider the 3rd edition. If you need the latest info, perhaps try the e version for half price. I may keep mine since I already have it and I'm reading through it. But at its current price and quality, I cannot recommend anyone else bother with this.
By Amazon Customer on September 19, 2018
However, as other reviewers have noted, the 4th addition of Realtime Rendering is a joke in terms of print quality. After reading other reviews, I didn't think it would be that bad, but it literally does not compare to the 3rd edition I have sitting on my shelf. Really, it doesn't compare to ANY OTHER TECHNICAL BOOK I've bought in the last decade. Images are grainy and low resolution, color accuracy is poor, the TEXT IS NOT CLEAR (come on!), and the paper is so thin that just lightly turning pages can easily tear it. Compared to the previous edition which I've owned for years, I doubt this book will stand up to just a single read through. And when you put the two side by side and open up to similar pages, its just depressing.
I mean, seriously, I have many other books by CRC Press and they're usually top quality. I don't know why this one is so astronomically different.
Its unfortunate I have to give this book a 1 star review, I really have relied a lot on this series throughout my career as a professional software developer. But this book is absolutely not worth $89 + tax. If you want one of these, consider the 3rd edition. If you need the latest info, perhaps try the e version for half price. I may keep mine since I already have it and I'm reading through it. But at its current price and quality, I cannot recommend anyone else bother with this.
Update: ordered a second copy direct from Amazon instead of third party. Page binding looks much better and there doesn't appear to be any loose pages.
Edit:
All the above I maintain is true. However, about 40 pages or so in, pages started falling with little to no pressure. I don't mind crappy pictures, but pages falling out is a serious impediment, since I like to read books on the subway/when I'm walking or generally out and about.
It's really a shame because so far the book has been very interesting and a great purchase.
By hank on March 30, 2021
Top reviews from other countries
Amazon did a very poor packaging job for this book. Ironically they used to wrap an eraser with air cushions, just a single piece of kraft paper in a thin cardboard box is far from enough for such a heavy and fragile hardcover book. The book was received with damaged corner due to weak packaging.
-content-
It is still one of the best in literature, with significant update in some chapters, would recommend to both first-time readers and those who have read the older editions.
Unfortunately two new chapters on collision detection and real-time ray tracing are not included in the physical book, but they can be downloaded for free from the book's website.
-print quality & physical binding-
While waiting for the book, I was aware of the complaints on Amazon.com, the print quality is indeed a lot worse than the 3rd edition, the images appeared to be grainy and noisy like something you get from an office printer, it's a shame for a computer graphics book at £65+. However it didn't bother me as much as I would expected as most of them did their illustrative purposes (or it could be my new low expectation after reading all those bad reviews).
Of most concern is the binding. The book is much heavier and bulkier than the 3rd edition, whereas the binding quality is not even comparable, given the size and weight of the book I just felt it's so fragile that one day it would fall apart if it gets dropped on the ground.
Reviewed in the United Kingdom 🇬🇧 on October 6, 2018
Amazon did a very poor packaging job for this book. Ironically they used to wrap an eraser with air cushions, just a single piece of kraft paper in a thin cardboard box is far from enough for such a heavy and fragile hardcover book. The book was received with damaged corner due to weak packaging.
-content-
It is still one of the best in literature, with significant update in some chapters, would recommend to both first-time readers and those who have read the older editions.
Unfortunately two new chapters on collision detection and real-time ray tracing are not included in the physical book, but they can be downloaded for free from the book's website.
-print quality & physical binding-
While waiting for the book, I was aware of the complaints on Amazon.com, the print quality is indeed a lot worse than the 3rd edition, the images appeared to be grainy and noisy like something you get from an office printer, it's a shame for a computer graphics book at £65+. However it didn't bother me as much as I would expected as most of them did their illustrative purposes (or it could be my new low expectation after reading all those bad reviews).
Of most concern is the binding. The book is much heavier and bulkier than the 3rd edition, whereas the binding quality is not even comparable, given the size and weight of the book I just felt it's so fragile that one day it would fall apart if it gets dropped on the ground.
I am reasonably certain that I have a 2nd print (Tomas mentioned on twitter that the 1st print copies are sold out - and the pictures are nowhere near as bad as those shown in other reviews). Personally I am happy with the print/paper quality and it holds up similarly to other CRC books I own (Game Engine architecture vol 2 / real time collision detection).
The only complaints I have, as some others have mentioned are: the packaging was less than desirable (light craft paper as padding - although there is no noticeable damage on my copy) and the binding does indeed feel cheap given the size of the book and is a downgrade from my other CRC books. It is not a deal-breaker for me though.
If you want a copy in hardback and are put off by the previous reviews I would argue that the 2nd print is of perfectly acceptable quality despite being a slight downgrade from other CRC books.
The binding is bad quality, at least for the version I have received (that's the reason I put only 2 stars, otherwise I would have put 5 stars)
So I bought it a newer printed version (from a different shop), and the binding is fine.













