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Real-Time Rendering, Third Edition

Real-Time Rendering, Third EditionAuthors: Tomas Akenine-Moller, Eric Haines, Naty Hoffman
Publisher: AK Peters

List Price: $89.00
Buy New: $71.20
as of 11/24/2009 15:31 CST details
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New (22) Used (12) from $71.20

Seller: Amazon.com
Rating: 4.5 out of 5 stars 40 reviews
Sales Rank: 23802

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
Shipping: Eligible for FREE Super Saver Shipping
Availability: Usually ships in 24 hours

Also Available In:

  • Hardcover - Real-Time Rendering
  • Hardcover - Real-Time Rendering (2nd Edition)

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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:
Showing reviews 1-5 of 40
1 2 3 4 5 6 ...8Next »



5 out of 5 stars Perfect for reference & beginning computer graphics programmer   November 19, 2009
mik fig
I always look to this book in reference for computer graphics topics. Explains the theory behind different techniques and subjects well as I am a Senior in High school and understood it well with not more then a Calculus background. I read through the whole thing and couldn't put it down :D

Buy it!



5 out of 5 stars perfect - concise, up-to-date review of realtime 3D graphics   June 19, 2009
techno hermit (maui, hawaii, usa)
3 out of 3 found this review helpful

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).



5 out of 5 stars Great! But Brief Approach   March 4, 2009
Chun-hyok Chong (Korea, South)
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.



5 out of 5 stars Masterpiece   January 11, 2009
Nene (Spain)
0 out of 4 found this review helpful

I've read only a few chapters so far, but I can assure the new edition of the book is absolutely great.


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 6 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.


Showing reviews 1-5 of 40
1 2 3 4 5 6 ...8Next »





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