or
Sign in to turn on 1-Click ordering.
or
Amazon Prime free trial required. Sign up when you check out. Learn more
More Buying Choices
Have one to sell? Sell yours here
or
Get a £21.25 Amazon.co.uk Gift Card
Real-Time Rendering, Third Edition
 
 
Tell the Publisher!
I’d like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

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)
RRP: £59.99
Price: £52.79 & this item Delivered FREE in the UK with Super Saver Delivery. See details and conditions
You Save: £7.20 (12%)
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In stock.
Dispatched from and sold by Amazon.co.uk. Gift-wrap available.
Only 9 left in stock--order soon (more on the way).
Want guaranteed delivery by Wednesday, June 6? Choose Express delivery at checkout. See Details
Trade In this Item for up to £21.25
Get an extra £5 when you trade in books worth £10 or more until June 30, 2012. Trade in Real-Time Rendering, Third Edition for an Amazon.co.uk gift card of up to £21.25, which you can then spend on millions of items across the site. Trade-in values may vary (terms apply). Find more products eligible for trade-in.

Frequently Bought Together

Customers buy this book with Game Engine Architecture £38.71

Real-Time Rendering, Third Edition + Game Engine Architecture
Price For Both: £91.50

Show availability and delivery details

  • This item: Real-Time Rendering, Third Edition

    In stock.
    Dispatched from and sold by Amazon.co.uk.
    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions

  • Game Engine Architecture

    In stock.
    Dispatched from and sold by Amazon.co.uk.
    This item Delivered FREE in the UK with Super Saver Delivery. See details and conditions



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: 23.6 x 16 x 4.8 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 234,892 in Books (See Top 100 in Books)

Product Description

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 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 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.

Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
Search inside this book:

Suggested Tags from Similar Products

 (What's this?)
Be the first one to add a relevant tag (keyword that's strongly related to this product)
 

Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

5 star
0
3 star
0
2 star
0
1 star
0
Most Helpful Customer Reviews
Definitive reference 24 Nov 2008
Format:Hardcover
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.
Comment | 
Was this review helpful to you?
0 of 3 people found the following review helpful
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.
Was this review helpful to you?
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  21 reviews
12 of 13 people found the following review helpful
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
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
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.
Search Customer Reviews
Only search this product's reviews

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 

Search Customer Discussions
Search all Amazon discussions
   


Listmania!


Look for similar items by category


Look for similar items by subject


Feedback


Amazon.co.uk Privacy Statement Amazon.co.uk Delivery Information Amazon.co.uk Returns & Exchanges