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Real-Time Rendering, Third Edition [Hardcover]

Tomas Akenine-Moller , Eric Haines , Naty Hoffman
4.0 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

25 July 2008 1568814240 978-1568814247 3
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 of 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. The authors have made the figures used in the book available for download for fair use.:Download Figures.

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Real-Time Rendering, Third Edition + Game Engine Architecture + Mathematics for 3D Game Programming and Computer Graphics
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Product details

  • Hardcover: 1045 pages
  • Publisher: A K Peters/CRC Press; 3 edition (25 July 2008)
  • Language: English
  • ISBN-10: 1568814240
  • ISBN-13: 978-1568814247
  • Product Dimensions: 15.2 x 4.8 x 22.9 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 259,782 in Books (See Top 100 in Books)

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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

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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4.0 out of 5 stars Definitive reference 24 Nov 2008
Format:Hardcover|Amazon Verified Purchase
This book provides a state of the art survey of essential techniques used in the current crop of cutting edge games. Must have for any graphics programmer.
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1 of 4 people found the following review helpful
4.0 out of 5 stars Theory, but not the practice 26 April 2009
Format:Hardcover
This is a great book, covering all the concepts you'll need to write your own graphics engine or games. The only problem is that it is a very theory orientated book, which may cause a few problems for beginners. There is a lot of maths notation which is not explained fully and no code to support it. Saying that, it is a good introduction and may give beginners a good overview and a load (pages and pages) of references to find what you really need to know. If you want to spend £40 on that it is your decision though. So, this is a bit of a mixed bag. I'd still recommend it, but there are books that get further under the hood than this.
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Amazon.com: 4.8 out of 5 stars  27 reviews
16 of 18 people found the following review helpful
5.0 out of 5 stars Great! But Brief Approach 4 Mar 2009
By Chun-hyok Chong - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
This book is a great collection of almost current practical rendering techniques.

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.
8 of 8 people found the following review helpful
5.0 out of 5 stars perfect - concise, up-to-date review of realtime 3D graphics 19 Jun 2009
By techno hermit - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
This is my favorite 3D graphics book by a wide margin. The writing is clear, concise and quite up-to-date (assuming you have the most recent edition). Every page contains concise, unobtrusive references to 1200 excellent sources of information (books, articles, links). For example, if you see [987] in the text, just find entry [987] in the appendix to find the name of a book, article, link or PDF with more information.

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).
1 of 1 people found the following review helpful
5.0 out of 5 stars Great and much needed improvement over the 2nd edition 31 Jan 2012
By Trystan A. Larey-Williams - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
The second edition of this book was great for its time but badly outdated. It glossed over topics that are becoming increasingly important in real-time graphics today such as radiometry/colorimetry, depth of field, etc. This latest edition fills in the gaps exquisitely. The expanded sections on physical light models, radiometry, etc. are an especially good introduction to the area. Other books I've read that specialized in physical light modelling left my head spinning. This book offers great introductions to algorithms that serve as valuable primers before delving into a more rigorous exploration of a given topic. However, that is not to say this book is shallow. For many purposes, the depth given is enough to start on an implementation.
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