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Real-Time Rendering, Third Edition

Real-Time Rendering, Third Edition

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Authors: Tomas Akenine-moller, Eric Haines, Naty Hoffman
Publisher: AK Peters
Category: Book

List Price: $89.00
Buy New: $87.22
You Save: $1.78 (2%)



New (8) Used (5) from $77.77

Rating: 4.5 out of 5 stars 36 reviews
Sales Rank: 22727

Media: Hardcover
Edition: 3
Pages: 1045
Number Of Items: 1
Shipping Weight (lbs): 3.9
Dimensions (in): 9.2 x 5.9 x 2

ISBN: 1568814240
Dewey Decimal Number: 006.6773
EAN: 9781568814247
ASIN: 1568814240

Publication Date: July 31, 2008
Availability: Usually ships in 24 hours

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

Product Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent or programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years.

This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style.


Customer Reviews:   Read 31 more reviews...

5 out of 5 stars From practical rendering for games to math and details for better interactive applications, it's not to be missed   November 10, 2008
Midwest Book Review (Oregon, WI USA)
1 out of 1 found this review helpful

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 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. A fine advanced computer and software engineering title, and a top pick for advanced college-level collections, offering excellent technical discussions and packing in details.



5 out of 5 stars must-have   September 19, 2008
Aliaksei Arlou
0 out of 2 found this review helpful

Must-have for anyone who cares about real-time rendering. It will save you a lot of time -- trust me


1 out of 5 stars No source code. This makes this book absolutely meaningless.   December 19, 2007
Agha Khan (Bellevue, WA United States)
1 out of 32 found this review helpful

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. I think I am the only one who gave this book 1 star. This makes this book absolutely meaningless.


5 out of 5 stars how to live without it   January 24, 2007
M. Veltri (Siena, Italy)
1 out of 8 found this review helpful

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



5 out of 5 stars Everything I was looking for   March 25, 2006
T. Tricker (tacoma washington)
3 out of 5 found this review helpful

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. theres some directx stuff in it too but there seems to be more with OpenGL references.

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