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Real-time Rendering

By: Tomas Akenine-Moller Eric Haines Naty Hoffman
Binding: Hardcover
Publisher: A K Peters
ISBN: 1568814240
ISBN-13: 9781568814247
Released: 05 Sep 2008
RRP: £53.95
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Customer Reviews

Definitive reference - By: Ichabod Crane, 24 Nov 2008
This book provides a state of the art survey of essential techniques usedin the current crop of cutting edge games. Must have for any graphics programmer.
An in-depth account of the latest real-time rendering topics - By: , 18 May 2003
I bought this book after borrowing it from a friend because I found myself using it more than he did. I wanted a copy to call my own simply because this book is the best I have seenin its field.

The book does not include code as other books do,in my opinion its a better book due to this fact. Often example code is there to pad out the book & is poorly documented. The authors of this book however, explain the facts clearly &in a very involved way, giving the algorithm on a plate (in most cases), leaving you, the coder to implement it as you see fit.

Its heavy on the maths, but lets face it, any book that claims to teach you anything near as much as this book does "without the maths" is just lying.

Its an interesting read but more geared towards serving as a reference. There is a massive bibliography full of all the material the authors usedin writing the book, so if you want more information on a specific topic, you can use the number that the authors commonly mentionin the text to look up the appropriate reference, so it essentially allows you to broaden your knowledge outside the scope of the book.

Overall, an exceptional book which should comein very handy for any graphics programmingin the foreseeable future.


A concise and useful book. - By: George, 04 Dec 2000
This is a book that covers all aspects of 3D renderingin computer graphics. As the title implies it specialisesin Real-Time rendering such as is usedin engines for computer games. It provides readily comprehensible explanations for many of the algorithms usedin rendering but does not go into the fine details of coding. It is an excellent jump off point to technical references at all stops along the graphics pipeline. The chapter on speed-up techniques is particularly interesting as are the algorithms for real-time special effects e.g. shadows. The web site associated with the book is particularly interesting.

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