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Real-Time Rendering, Third Edition 3rd Edition
- ISBN-101568814240
- ISBN-13978-1568814247
- Edition3rd
- PublisherA K Peters/CRC Press
- Publication dateJuly 25, 2008
- LanguageEnglish
- Dimensions6.25 x 1.75 x 9 inches
- Print length1045 pages
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Editorial Reviews
Review
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, May 2008
Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed.
-- The Bookwatch, November 2008
You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping―as well as a new respect for the incredible craftsmanship that goes into today's PC games.
-- Logan Decker, PC Gamer Magazine , February 2009
Product details
- Publisher : A K Peters/CRC Press; 3rd edition (July 25, 2008)
- Language : English
- Hardcover : 1045 pages
- ISBN-10 : 1568814240
- ISBN-13 : 978-1568814247
- Item Weight : 3.95 pounds
- Dimensions : 6.25 x 1.75 x 9 inches
- Best Sellers Rank: #1,580,213 in Books (See Top 100 in Books)
- #77 in Rendering & Ray Tracing
- #1,088 in Game Programming
- #4,413 in Software Design, Testing & Engineering (Books)
- 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
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Learn more how customers reviews work on AmazonCustomers say
Customers find the book very thorough and gives a good description of everything. They also describe it as a great book for theory and a perfect complement to special-purpose books on specific APIs. Readers mention the topics are well-chosen and well-written.
AI-generated from the text of customer reviews
Customers find the book very thorough and provides a good description of everything. They say it has just the right amount of detail on almost every facet of real-time rendering. Readers also mention it's the best comprehensive introduction to computer graphics.
"This book is a great collection of almost current practical rendering techniques...." Read more
"...It has a great overview of a lot of different topics related to real-time rendering, from lighting models to collision detection, and all the math..." Read more
"...This is simply the perfect practical approach. Their complementary website is an absolute gold mine of references and advice...." Read more
"Probably the best comprehensive introduction to computer graphics if you already have a little exposure to computer graphics...." Read more
Customers find the book great, good for theory, and a perfect complement to special-purpose books on specific APIs. They also appreciate the well-chosen and written topics.
"...All in all I think it was a great read, and I feel a lot more comfortable with the basic concepts of rendering after reading the book...." Read more
"...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..." Read more
"Awesome book, it goes over as much rendering as humans know...." Read more
"...Overall good book for theory." Read more
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Top reviews
Top reviews from the United States
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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.
The thing to realize is that there is not a whole lot of code in this book. Sometimes pseudo-code will be giving, to illustrate an algorithm, but there is not stuff you can just copy and paste. If you are working on a 3D engine, this book should certainly be in your library, but you will need more to finish the job. So look to combine this book with one on your API of choice (OpenGL or DirectX) and another book that focuses on the architecture (I liked Game Engine Architecture by Jason Gregory).
All in all I think it was a great read, and I feel a lot more comfortable with the basic concepts of rendering after reading the book. If you are in the field, or looking to get into the field, this is basically required reading. Highly recommended.
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).
DON'T get the kindle version, it is just pdf images (table of content links don't work, page takes up only half of the phone screen, cannot zoom in)
Top reviews from other countries
Die Sachverhalte sind wirklich gut und anschaulich beschrieben und es werden so gut wie alle grundlegenden Themen abgedeckt.
Mir hat es bisher gut als ergänzendes Vorlesungsmaterial sowie einfach als Nachschlagewerk gedient.
Auch interessant zum Auffrischen der Thematiken sind die Anhänge "Some Linear Algebra" und "Trigonometry".
Ich habe das Buch tatsächlich in einem Zustand erhalten, den man als "wie neu" bezeichnen kann. Bis auf ein paar sehr leichte Abnutzungserscheinungen auf dem Hardcover gibt es nichts auszusetzen.
Tratta tutti gli argomenti relativi al rendering in real time ma anche gli argomenti più avanzati e pertinenti al rendering offline come gli algoritmi di illuminazione globale in modo molto efficace e completo.
In particolare segnalo l'ottima trattazione relativa all'interazione tra luce e materiali che è alla base del physically based rendering moderno e a ragione viene spesso citata come fonte anche in altri testi sulla computer grafica 3D e l'ottima parte finale dove viene spiegata l'architettura delle GPU moderne con pixels e vertex shaders progammabili.
Si tratta comunque di un testo che illustra le tecniche e la teoria che c'è dietro il rendering in tempo reale, NON è in alcun modo un testo di programmazione, quella viene dopo per chi vuole effettivamente implementare queste tecniche e necessita di altri manuali specifici.
Come difetto segnalo che alle volte il libro si limita a fare carrellate troppo veloci delle idee e soluzioni proposte da altri autori in letteratura senza effettivamente spiegarle bene e andare nei dettagli.
Inoltre il libro ormai non è più aggiornatissimo, quest'ultima edizione è stata scritta nell'era DX9/10. Non erano ancora uscite le nuove consoles tipo PS4. Ci vorrebbe una nuova edizione su cui magari stanno lavorando.
PS: Per una lettura ''gradevole'' ( ovvero per capirci qualcosa), occorrono conoscenze matematiche da laurea triennale di facoltà scientifica (tipo ingegneria, informatica, fisica,etc).

