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Real-Time Rendering Hardcover – 23 July 2002

3.9 3.9 out of 5 stars 10 ratings

There is a newer edition of this item:

Real-Time Rendering, Fourth Edition
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After three years this "wonderful all-around resource" of computer graphics, "indispensable for every serious graphics programmer", is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments in hardware and software that have increased the speed and quality of rendering images. The new edition includes information on the latest technology that is being released concurrently with the publication. The book's trademark--blending solid theory and practical advice--remains intact, making it mandatory for every programmer who wants to stay at the cutting edge. The book contains chapters as diverse as: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (New Chapter) - Curved Surfaces (New Chapter) With Topics Including: - Pixel shaders - Subdivision surfaces - Intersection algorithms - Pipeline tuning

Product description

About the Author

Eric Haines, a graduate of the Cornell program of Computer Graphics, is currently a lead software engineer at Autodesk, Inc. Haines, a member of the editoral board for the jounal of graphics tools, has also published a number of articles, some of which are included in the Graphics Gems series. Tomas Akenine-Moller, a graduate of the Lund Institute of Technology, Sweden, is currently an Assistant Professor at the Department of Computer Engineering, Chalmers University of Technology. Akenine-Moller has contributed articles to the Graphics Gems series and to the journal of graphics tools.

Product details

  • ASIN ‏ : ‎ 1568811829
  • Publisher ‏ : ‎ A K Peters/CRC Press; 2nd edition (23 July 2002)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 864 pages
  • ISBN-10 ‏ : ‎ 9781568811826
  • ISBN-13 ‏ : ‎ 978-1568811826
  • Dimensions ‏ : ‎ 16.51 x 3.81 x 24.13 cm
  • Customer reviews:
    3.9 3.9 out of 5 stars 10 ratings

About the author

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Eric Haines
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I'm a Senior Principal Engineer (read, "programmer") at Autodesk, a company that makes more software than you might realize, e.g., Max, Maya, and Softimage. I've been there for over fifteen years, previously working twelve years for a little startup begun by my advisor, Don Greenberg, called 3D/Eye. I graduated with an MS from the Program of Computer Graphics at Cornell in 1985 and have been in Ithaca ever since - it's been a career goal, in a sense: college town, beautiful lakes and trails, plenty of arts and culture, no major highway, and cold winters that help slow growth. Prior to Ithaca I worked on satellites a few years in Princeton with RCA Astro-Electronics. I graduated with a BS in Computer Science from RPI in 1980. I've done research in the areas of ray tracing, radiosity, and interactive shadows, and have contributed to a number of books.

That's the resume filler. Where I have spent a fair bit of my time and effort over the past few decades is in being an active member in the community of computer graphics people. I do my bit to provide useful resources and make things interesting: blogging and editing, maintaining the Graphics Gems code repository, reviewing for the Journal of Graphics Tools and the new Journal of Computer Graphics Techniques, editing the Ray Tracing News, running the Fantasy Graphics League, etc. Which sounds altruistic, or maybe egotistical, but analysis aside, it's what I find I like to do. I also run a popular wildflower identification site - go figure. But I also admit to wasting way too much time on FPS games like the Battlefield series and Left 4 Dead.

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3.9 out of 5 stars
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  • VVestra GGalaxim
    5.0 out of 5 stars This is a book by geniuses for geniuses and it is great
    Reviewed in the United States on 8 June 2013
    If you wake up having been dreaming of James Kajiya's Rendering Equation, if you can draw a hardware rendering pipeline in your sleep, if you know all about triangles per second and pixel fill rates, if you took not one not two but about five calculus courses when you were in college and graduate school, then this is the book for you. These SIGGRAPH genuises aren't messing around, and you shouldn't be, either. After you graduate from Glassner's AN INTRODUCTION TO RAY TRACING, this book should be next.
  • suima
    4.0 out of 5 stars 最近までの動向が把握できる
    Reviewed in Japan on 12 July 2003
    バイブル「Computer Graphics PRINCIPLES AND PRACTICE」を既に読んだ人など、CGの基礎は十分理解できているけれど最近の動向はどうなの?という疑問のある人にお勧めです。リファレンスが非常に多く、読み辛くもありますが、より深く掘り下げていくための手がかりも多いです。
  • Agha Khan
    1.0 out of 5 stars No source code. This makes this book absolutely meaningless.
    Reviewed in the United States on 19 December 2007
    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.
  • T. Tricker
    5.0 out of 5 stars Everything I was looking for
    Reviewed in the United States on 25 March 2006
    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.