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Real-Time Rendering, Second Edition
 
 

Real-Time Rendering, Second Edition [Hardcover]

Tomas Akenine-Moller , Eric Haines , Naty Hoffman
5.0 out of 5 stars  See all reviews (3 customer reviews)
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Product Description

Product Description

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

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.

Inside This Book (Learn More)
First Sentence
Real-time rendering is concerned with making images rapidly on the computer. Read the first page
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

3 Reviews
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Average Customer Review
5.0 out of 5 stars (3 customer reviews)
 
 
 
 
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5.0 out of 5 stars excellent 2nd edition of a classic, Oct 7 2003
By 
Jeremy "63271864410" (Dublin, US, Canada) - See all my reviews
(REAL NAME)   
This review is from: Real-Time Rendering, Second Edition (Hardcover)
I recently came across a copy of this book that my friend bought. I own a copy of the 1st edition, which was in itself a classic and definately recommended reading.

I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first. The topic updates are fabulous and very essential.

This book covers everything, introducing real-time rendering very well in an easy to read manner. I very much enjoy the numerous algorithms described in simple terms or even psuedo code.

This book is great for budding game graphics programmers. A must buy!

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5.0 out of 5 stars Excellent Book, Jan 20 2003
By A Customer
This review is from: Real-Time Rendering, Second Edition (Hardcover)
This is a great book. It features in depth coverage of all areas of graphics programming of interest to game programmers,
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5.0 out of 5 stars The second edition is up to date regarding todays technology, Nov 26 2002
This review is from: Real-Time Rendering, Second Edition (Hardcover)
This book is a great resource and collection of algorithms used in 3D graphics programming. It does make use of an academic style, both in mathematics and in style of writing - but that is something you will appreciate if you have some computer science or engineering background. Plenty of references to further literature and articles are given in order to facilitate in-depth research on particular topics of interest.

The second edition is up to date regarding available graphics technology. It covers the latest additions to current hardware regarding Pixel and Vertex Shaders. It also provides a technical summary of the latest graphics hardware, using the X-Box GPU and the KYRO II architecture as examples.

The book covers a variety of useful algorithms at a level of abstraction that will require some additional work in order to implement in software. So it is definitely not a basic "howto" guide for beginners who just want some sample code to get going.

The color plates in this book are well chosen and illustrate the state of the art in DirectX 8.1 pixel and vertex shaders. One illustration even shows the latest technology demo of NVidia's new NV30 chip which has just been officially introduced at Comdex in November 2002. It is the realtime rendering of a scene from Final Fantasy, the motion picture.

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