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Real-Time Rendering, Third Edition
by
Tomas Akenine-Möller, Eric Haines, Naty Hoffman
Price: $89.00
Availability: In stock.
Summary
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.
Details
ISBN: 978-156881-424-7
Year: 2008
Format: Hardcover
Pages: 1045
Reviews
PC Gamer Magazine
February 2009
“… 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
The Bookwatch
November 2008
“Real-Time 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.”
Gabe Newell, President, Valve
May 2008
“Real-Time 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
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- Non-Photorealistic Rendering
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