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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. Review: Great! But Brief Approach - 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. Review: perfect - concise, up-to-date review of realtime 3D graphics - 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).
| Best Sellers Rank | #650,149 in Books ( See Top 100 in Books ) #36 in Rendering & Ray Tracing #245 in Game Programming #1,266 in Software Design, Testing & Engineering (Books) |
| Customer Reviews | 4.6 out of 5 stars 86 Reviews |
C**G
Great! But Brief Approach
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.
T**T
perfect - concise, up-to-date review of realtime 3D graphics
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).
C**Y
Amazing book, very thorough, great overview of lots of topics
This is, by far, one of the most thorough books I've read on computer graphics. It has a great overview of a lot of different topics related to real-time rendering, from lighting models to collision detection, and all the math that is involved. Make no mistake, there is a lot of math in this book. I will be honest, on some pages with dense equations my eyes glazed over somewhat. But it is great to have the equations to refer back to, and there are ample references given if you want to find out more. The thing to realize is that there is not a whole lot of code in this book. Sometimes pseudo-code will be giving, to illustrate an algorithm, but there is not stuff you can just copy and paste. If you are working on a 3D engine, this book should certainly be in your library, but you will need more to finish the job. So look to combine this book with one on your API of choice (OpenGL or DirectX) and another book that focuses on the architecture (I liked Game Engine Architecture by Jason Gregory). All in all I think it was a great read, and I feel a lot more comfortable with the basic concepts of rendering after reading the book. If you are in the field, or looking to get into the field, this is basically required reading. Highly recommended.
S**E
5 stars for the book. 1 star for the kindle version
Probably the best comprehensive introduction to computer graphics if you already have a little exposure to computer graphics. It talks about the theories behind most of the features that you will see in a game engine or 3d software (unity, blender). If you have taken a 101 on unity or blender, this is the book to help you understand what is going on underneath. DON'T get the kindle version, it is just pdf images (table of content links don't work, page takes up only half of the phone screen, cannot zoom in)
A**W
Great book for intermediate and experienced graphics programmers
I chose this book because I wanted something that skips over the very basics, since I had already learned those while developing my own simple 3D game engine. This book covers much more advanced topics such as Global Illumination and culling techniques, as well as offering a lot of detailed information about subtle issues, such as small but important differences between texture formats. This book isn't a programming guide either - since it's past the basic level, it assumes the reader is familiar enough with his graphics programming environment to be able to implement the described techniques without needing step-by-step instructions. It also comes with an insane number of references to other books and papers, which is of tremendous value. The associated website is also kept up-to-date and has an active blog maintained by the authors: http://www.realtimerendering.com/ This isn't a book for beginners, but once you're past the basics, I highly recommend it.
K**N
Great
Awesome book, it goes over as much rendering as humans know. If you want to know how to render something and it has been done before 2009, it's in the book. It gives a really good description of just about everything, I was happy to see how it has a section to go over the GPU architecture, and uses the Playstation 3 and XBox 360 as examples. Goes in great depth, you're able to implement stuff out of the book even though it doesn't give you code (just pseudo code). It goes over ray tracing techniques, intersections, optimization, and advanced techniques, which I was also happy about in a real-time book. Since getting the book, I stay updated on the blog and all the information on [...]. I have to say this book is a must have if you're into rendering!
T**S
Great and much needed improvement over the 2nd edition
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.
Y**R
Easy to recommend
It's the best book I've found for up-to-date information about GPU rendering. I'll second the comment of someone else on here that the bibliography is useful, but emphasize that the whole book was obviously written with care and forethought. It's highly readable despite diving fairly deeply into the subject chapter in the five or six chapters I've read so far.
J**S
Great graphics programming book
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.
O**T
Livre complet
Tout est expliqué. Il s'agit du livre le plus exhaustif que j'ai lu. Cependant celui-ci est destiné aux personnes ayant de bonnes bases en mathématiques, algorithmique et en API 3D sur ordinateur.
M**X
Imprescindible
Un gran libro con temas muy interesantes sobre la programación gráfica, sobre todo de videojuegos. Explica conceptos y algoritmos utilizados en la industria de manera clara. Si algún tema es especialmente complicado para ti, además incluye referencias que pueden ayudarte a entenderlo. Muy recomendado.
F**3
Consigliatissimo!
Un libro che mi ha molto appassionato. Tratta tutti gli argomenti relativi al rendering in real time ma anche gli argomenti più avanzati e pertinenti al rendering offline come gli algoritmi di illuminazione globale in modo molto efficace e completo. In particolare segnalo l'ottima trattazione relativa all'interazione tra luce e materiali che è alla base del physically based rendering moderno e a ragione viene spesso citata come fonte anche in altri testi sulla computer grafica 3D e l'ottima parte finale dove viene spiegata l'architettura delle GPU moderne con pixels e vertex shaders progammabili. Si tratta comunque di un testo che illustra le tecniche e la teoria che c'è dietro il rendering in tempo reale, NON è in alcun modo un testo di programmazione, quella viene dopo per chi vuole effettivamente implementare queste tecniche e necessita di altri manuali specifici. Come difetto segnalo che alle volte il libro si limita a fare carrellate troppo veloci delle idee e soluzioni proposte da altri autori in letteratura senza effettivamente spiegarle bene e andare nei dettagli. Inoltre il libro ormai non è più aggiornatissimo, quest'ultima edizione è stata scritta nell'era DX9/10. Non erano ancora uscite le nuove consoles tipo PS4. Ci vorrebbe una nuova edizione su cui magari stanno lavorando. PS: Per una lettura ''gradevole'' ( ovvero per capirci qualcosa), occorrono conoscenze matematiche da laurea triennale di facoltà scientifica (tipo ingegneria, informatica, fisica,etc).
T**C
Gutes Grundlagenwerk für Studenten oder allgemein als Nachschlagewerk
Ich habe dieses Buch gekauft (gebraucht, Zustand "wie neu"), da ich als Informatik Student Vorlesungen und Prüfungen mit Bezug zu Computer Graphics besucht habe und es dort ab und zu als Referenzwerk angegeben wurde und mich der Bereich auch außerhalb des Studiums interessiert. Die Sachverhalte sind wirklich gut und anschaulich beschrieben und es werden so gut wie alle grundlegenden Themen abgedeckt. Mir hat es bisher gut als ergänzendes Vorlesungsmaterial sowie einfach als Nachschlagewerk gedient. Auch interessant zum Auffrischen der Thematiken sind die Anhänge "Some Linear Algebra" und "Trigonometry". Ich habe das Buch tatsächlich in einem Zustand erhalten, den man als "wie neu" bezeichnen kann. Bis auf ein paar sehr leichte Abnutzungserscheinungen auf dem Hardcover gibt es nichts auszusetzen.
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