Upcoming Events
Southwest Gaming Expo
11/20 - 11/22 @ Dallas, TX

Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarăes, Portugal

Global Game Jam
1/29 - 1/31  

More events...


Quick Stats
7500 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

Home » Books » Book Listing
  Intel sponsors gamedev.net search:   
Books @ GameDev.net Jump to:
Graphics Programming books
All books
Real-Time Rendering, 2nd ed.
by Tomas Akenine-Moller, Eric Haines
Published July 2002
List Price: $64.00, Your Amazon.com Price: $61.44
Average rating:
Amazon Sales Rank: 15,010

Buy it now:


Summary
Rendering realistic 3D images in a fraction of a second is an important goal in today's computer graphics industry. This book presents algorithms of lasting value, for use in computer-aided design, simulation, virtual reality worlds, and games. Focusing on the graphics pipeline, the book has chapters on transforms, optimization, visual appearance, polygon manipulation, collision detection, and special effects.

See the web site for this book for more info.


Write an online review and share your thoughts with other members.
Staff Reviews
Real-Time Rendering is a wonderful all-around resource that belongs on the desk of any serious graphics programmer. Moller and Haines have taken a great deal of the research done in this area over the past decade and compiled it into a single, very well-written work. For each topic covered, several algorithms are discussed, with the strengths and weaknesses of each. Although pseudo-code is occasionally provided, source code is not, which I consider a plus, as it causes the focus of the book to remain on the algorithms themselves, not the implementation thereof.

Given the nature of the book, it's not one I'd recommend to beginners; although the first several chapters include a very clear and API-independent introduction to 3D graphics, the rest of the book is well beyond the scope of what most beginners will find useful. However, for anyone serious about the creation of high-performance graphics engines, this book is an indispensable resource. This review refers to the first edition.



Member Reviews
Just bought my second copy and it came in from Amazon today. Second copy you ask? This book is so important that somebody actually stole my copy at some point in time!

If you are going to work in graphics, or even just games in particular, than this book is a need and not a want.


Yes, this is a real real good book. I'm a kind of newbie and i can't understand all the topics in the book but i can understood that it is very good and with consistent information (sorry about my english)





Beyond the cool lizard on the cover of this sexy book, the contents won't disappoint. This isn't some wannabe Hustler magazine with no nude photos on the inside. This has hardcore content.


Even if you don't understand all of the mathematical concepts with the copious amount of graphics theory this book rains down on you, as you use it as a reference and your skill improves this book stays with you the whole way.


I don't think you ever reach a point where you simply put this in the dusty box where the rest of your 'Teach Yourself Blah in 21 days', Win95 For Dummies and other not so thought-out purchases have ended up.


Buy it.


This is a great reference book. It has explainations of pretty much every concept in the subject area, and all very well referenced - so even if there not much on a topic in the book you know where to find more. Be warned though, this is not a book of tutorials. Though examples are given you will need to think to get any use out of this book.


I agree with the above reviewers. This is a great book if you already have some understanding of what's going on, but if your a newbie, you will be totally lost. The 2nd edition of this book is really great!


I think the others have covered the main points of this book, but I just wanted to add that this book is Extremely Math Intensive!If you have a solid understand of advanced mathamatical concepts, this is a great book! This review refers to the first edition.


Real Time Rendering is a fantastic book dedicated to explaining the theory behind computer graphics and related areas such as Collision Detection and Graphics Hardware. Providing you have a decent knowledge of math, you will get a lot out of this book. This review refers to the first edition.


If you want a graphics book that is blunt and informative, this book is for you. For those who need some code snippet to get the wheel moving, you will be out of luck. Those who don't will be in for a real treat. Real-Time Rendering covers buffering, lighting, matrices, special effects, texturing, and optimizations, all in theory. This book is best described as a glossary of graphics programming, with each topic recieving two to three paragraphs of information, and is currently (as of 1999) the "cutting-edge" book out there. Recommended for advanced graphics programmers only. This review refers to the first edition


All times are ET (US)


Write an online review and share your thoughts with other members.
Full details
See the full details or purchase this book online at one of the links below:

  Amazon.com
  Amazon.co.uk 
  Amazon.ca
  Amazon.de
  Amazon.fr