Real-Time Rendering, Second Edition 2nd Edition
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Eric Haines
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Editorial Reviews
About the Author
Eric Haines, a graduate of the Cornell program of Computer Graphics, is currently a lead software engineer at Autodesk, Inc. Haines, a member of the editorial board for the journal of graphics tools, has also published a number of articles, some of which are included in the Graphics Gems series
Excerpt. © Reprinted by permission. All rights reserved.
From Chapter 1: What follows is a brief overview of the chapters ahead.
Chapter 2: The Graphics Rendering Pipeline. This chapter deals with the heart of real-time rendering, the mechanism that takes a scene description and converts it into something we can see.
Chapter 3: Transforms. Transforms are the basic tools for manipulating the position, orientation, size, and shape of objects and the location and view of the camera.
Chapter 4: Visual appearance. This chapter covers the definition of materials and lights and their use in achieving a realistic surface appearance. Also covered are other appearance-related topics, such as providing higher image quality through antialiasing and gamma correction.
Chapter 5: Texturing. One of the most powerful hardware-accelerated tools for real-time rendering is the ability to display data such as images on surfaces. This chapter discusses the mechanics of this technique, called texturing, and presents a wide variety of methods for applying it.
Chapter 6: Advanced Lighting and Shading. This chapter discusses the theory and practice of correctly represented materials. One focus in on new hardware features such as vertex and pixel shaders. Global illumination algorithms such as ray tracing and radiosity and their relation to real-time rendering is discussed.
Chapter 7: Non-Photorealistic Rendering. Attempting to make a scene look realistic is only one way of rendering it. This chapter discusses other styles, such as cartoon shading.
Chapter 8: Image-Based Rendering. Polygons are not always the fastest or most realistic way to describe objects or phenomena such as lens flares or fire. In this chapter, alternate representations based on using images are discussed.
Chapter 9: Acceleration Algorithms. After you make it go, make it go fast. Various forms of culling and level of detail rendering are covered here.
Chapter 10: Pipeline Optimization. Once an application is running and uses efficient algorithms, it can be made even faster using various optimization techniques. Finding the bottleneck and deciding what to do about it are the topics covered here.
Chapter 11: Polygonal Techniques. Geometric data comes from a wide range of sources, and sometimes requires modification in order to be rendered rapidly and well. This chapter discusses polygonal data and ways to clean it up and simplify it. Also included are more compact representations, such as triangle strips, fans, and meshes.
Chapter 12: Curves and Curved Surfaces. Hardware ultimately deals in points, lines, and polygons for rendering geometry. More complex surfaces offer advantages such as being able to trade off between quality and rendering speed, more compact representation, and smooth surface generation.
Chapter 13: Intersection Test Methods. Intersection testing is important for rendering, user interaction, and collision detection. In-depth coverage is provided here for a wide range of the most efficient algorithms for common geometric intersection tests.
Chapter 14: Collision Detection. Finding out whether two objects touch each other is a key element of many real-time applications. This chapter presents some efficient algorithms in the rapidly evolving field.
Chapter 15: Graphics Hardware. While graphics-hardware-accelerated algorithms have been discussed in the previous chapters, this chapter focuses on components such as color depth, frame buffers, and basic architecture types. Case studies of a few representative graphics accelerators are provided.
Chapter 16: The Future. Take a guess (we do).
We have included appendices on linear algebra and trigonometry.
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Product details
- ASIN : 1568811829
- Publisher : A K Peters/CRC Press; 2nd edition (July 23, 2002)
- Language : English
- Hardcover : 864 pages
- ISBN-10 : 9781568811826
- ISBN-13 : 978-1568811826
- Item Weight : 2.45 pounds
- Dimensions : 6.5 x 1.5 x 9.5 inches
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Best Sellers Rank:
#565,186 in Books (See Top 100 in Books)
- #51 in Rendering & Ray Tracing
- #227 in Digital Video Production (Books)
- #388 in Game Programming
- Customer Reviews:
Customer reviews
Top reviews from the United States
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I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first. The topic updates are fabulous and very essential.
This book covers everything, introducing real-time rendering very well in an easy to read manner. I very much enjoy the numerous algorithms described in simple terms or even psuedo code.
This book is great for budding game graphics programmers. A must buy!
The chapter on acceleration algorithms is worth the price of this book alone. They do a great job motivating the need for culling and presenting several algorithms. I found their quad tree material particularly useful while working on one of my own.
The chapter on intersection test methods provides a handy reference. I find myself referring to it quite often. I also really liked the chapter on graphics hardware as it's hard to find a good source for this type of information at a high level.
This is probably the best computer graphics book out there right now and anyone working in the field or aspiring too should have a copy of it.
The second edition is up to date regarding available graphics technology. It covers the latest additions to current hardware regarding Pixel and Vertex Shaders. It also provides a technical summary of the latest graphics hardware, using the X-Box GPU and the KYRO II architecture as examples.
The book covers a variety of useful algorithms at a level of abstraction that will require some additional work in order to implement in software. So it is definitely not a basic "howto" guide for beginners who just want some sample code to get going.
The color plates in this book are well chosen and illustrate the state of the art in DirectX 8.1 pixel and vertex shaders. One illustration even shows the latest technology demo of NVidia's new NV30 chip which has just been officially introduced at Comdex in November 2002. It is the realtime rendering of a scene from Final Fantasy, the motion picture.
That being said, the book in conjunction with the book's online resources site is pretty much a stand alone reference on the state of the art in rendering techniques today.

