
Real-Time Rendering
A K Peters (Publisher)
3rd Edition
Published on 25. July 2008
Book
Hardback
1045 pages
978-1-56881-424-7 (ISBN)
Article exhausted; check for reprint
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.
Reviews / Votes
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
More details
Edition
3rd New edition
Language
English
Place of publication
Natick
United States
Publishing group
Taylor & Francis Inc
Target group
College/higher education
Professional and scholarly
Edition type
New edition
Dimensions
Height: 229 mm
Width: 152 mm
Weight
1792 gr
ISBN-13
978-1-56881-424-7 (9781568814247)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
New editions

Tomas Akenine-Mo?ller | Eric Haines | Naty Hoffman
Real-Time Rendering, Fourth Edition
Book
08/2018
4th Edition
CRC Press
€114.50
Available immediately
Previous edition

Tomas Akenine-Mo?ller | Eric Haines | Naty Hoffman
Real-Time Rendering, Second Edition
Book
07/2002
2nd Edition
A K Peters
€91.19
Article exhausted; check for reprint
Persons
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.