- 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: 4.6 out of 5 stars See all reviews (40 customer reviews)
- Amazon Best Sellers Rank: #225,507 in Books (See Top 100 in Books)
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Real-Time Rendering, Third Edition 3rd Edition
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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
About the Author
Tomas Akenine-Moller is a professor of computer science, specializing in computer graphics and image processing, at the Department of Computer Science, Lund University, Sweden. He received an MSc in Computer Science and Engineering from Lund in 1995, and a PhD in computer graphics from Chalmers University of Technology in 1998. In 2000 he was a post doc at UC Berkeley and he also spent time at UC San Diego (2004/2005) as a visiting researcher. Eric Haines is a Lead Software Engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications. He is currently an editor of the journal of graphics tools, online editor for ACM TOG, and maintainer of the Graphics Gems code repository, among other activities. He received an MS from the Program of Computer Graphics at Cornell in 1985. Naty Hoffman has been developing videogame graphics for over a decade. Previously he was a microprocessor architect at Intel. He has contributed to the development of numerous games as well as instruction set extensions, major graphics APIs, and processors. Naty is particularly interested in physically-based real-time rendering methods, on which he has published several articles and taught classes at SIGGRAPH, I3D, GDC and Meltdown.
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Top customer reviews
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.
This book covers much more advanced topics such as Global Illumination and culling techniques, as well as offering a lot of detailed information about subtle issues, such as small but important differences between texture formats.
This book isn't a programming guide either - since it's past the basic level, it assumes the reader is familiar enough with his graphics programming environment to be able to implement the described techniques without needing step-by-step instructions.
It also comes with an insane number of references to other books and papers, which is of tremendous value. The associated website is also kept up-to-date and has an active blog maintained by the authors: http://www.realtimerendering.com/
This isn't a book for beginners, but once you're past the basics, I highly recommend it.
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).
It's highly readable despite diving fairly deeply into the subject chapter in the five or six chapters I've read so far.
It is NOT an intro book by any means. If you understand the basics of rendering already this book will give you detailed coverage of rendering theory, its not an implementation example book. I'd only recommend a full read through to an employed graphics developer.
Overall good book for theory.
Most recent customer reviews
Embarrassingly poor quality.
How do I return this so that I can go spend my money someplace where I can actually open the book.
The binding and printing are also excellent.