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timotei

"Real-Time Rendering" vs "Physically Based Rendering: From Theory to implementation" books

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timotei    100
Hi everyone!

Has anyone read both books? If so what's the best buy? Should I buy both?
Otherwise, could anyone say his opinion (if you read at least one of them), on what to buy?

The links are:


[b][size="4"]Physically Based Rendering, Second Edition: From Theory To Implementation[/size][/b]
[url="http://www.amazon.com/Physically-Based-Rendering-Second-Implementation/dp/0123750792"]http://www.amazon.co...n/dp/0123750792[/url]


[b][size="4"]Real-Time Rendering, Third Edition[/size][/b]

[url="http://www.amazon.com/gp/product/1568814240"]http://www.amazon.co...duct/1568814240[/url]

Thanks.

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osmanb    2082
I haven't seen PBR2 yet, but pretty much every graphics programmer at our studio has a copy of RTR3 on their desk. It's starting to get a tiny bit old, but it's still a wonderful place to get lots of reference, and starting points for finding techniques to do just about anything. Highly recommended. (The breadth of content is pretty amazing, too - the in-depth explanations of the current generation console GPUs, for example, are great information for people that don't have official access to that information elsewhere).

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godmodder    828
PBRT makes a great read for anyone interested in the theory behind graphics. But I wouldn't go as far as saying that it's a must read. It explains some topics in a mathematically correct, yet difficult manner. I've read books that had far more intuïtive explanations.

My advise: if you're just interested in general theory: go for it. If on the other hand, you're more interested in implementing specific techniques (e.g. Irradiance Caching), then look for books more specific to that topic.

Just my opinion ofcourse...

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sirpalee    759
PBRT(2) is a definitive book for graphics programmers, especially the ones who are working with raytracers. However if you are into games, it won't be the most useful one for you, since ray-tracing is quite rarely used in the game engines (there are some uses, but not for the whole rendering pipeline).

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