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Real-Time Rendering, Third Edition by [Akenine-Mo¨ller, Tomas]

Real-Time Rendering, Third Edition [Print Replica] Kindle Edition

4.6 out of 5 stars 5 customer reviews

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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.

Product details

  • Format: Kindle Edition
  • File Size: 38468 KB
  • Print Length: 1045 pages
  • Simultaneous Device Usage: Up to 4 simultaneous devices, per publisher limits
  • Publisher: A K Peters/CRC Press; 3 edition (25 July 2008)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B007COYODQ
  • Text-to-Speech: Not enabled
  • X-Ray for Textbooks:
  • Word Wise: Not Enabled
  • Enhanced Typesetting: Not Enabled
  • Average Customer Review: 4.6 out of 5 stars 5 customer reviews
  • Amazon Bestsellers Rank: #603,882 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Top Customer Reviews

Format: Hardcover Verified Purchase
This book is a must have for anyone wishing to learn graphics programming. Very well written, and understandable. I think I've found a current book to suggest to anyone asking me how to start graphics programming. Previously I'd suggest "3D Computer Graphics" by Alan Watt, which being written in the 90s, is now grossly outdated.
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Format: Hardcover Verified Purchase
Realy the best all-basics-in-one book on real-time rendering i've ever seen! Lots of references to most important articles on the subject. Must-read for any 3D-graphics-connected programmer.
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Format: Hardcover 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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Format: Hardcover Verified Purchase
Great coverage of numerous rendering issues, solutions and methodologies.
This book can be used by both novices and experienced graphics aficionados.
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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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