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Real-Time Rendering (2nd Edition)
by Tomas Akenine-Moller, Eric Haines
Publisher: AK Peters, Ltd.
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Edition: Hardcover
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Product Details
  • Hardcover: 900 pages
  • Publisher: AK Peters, Ltd.; edition ()
  • ISBN: 1568811829
  • Average Customer Review: 4.5 Based on 29 reviews.
  • Amazon.com Sales Rank: 94685

Customer Reviews

0 of 0 people found the following review helpful:

5Absolute essential reading for graphics programmers, Mar 10, 2023
This is a useful book for anyone writing graphics code regardless of their implementation language and API. It contains a wealth of information on dozens of topics in computer graphics and plenty of sources to find more information. It also reads easy and is organized so it's a breeze to find what you're looking for.

The chapter on acceleration algorithms is worth the price of this book alone. They do a great job motivating the need for culling and presenting several algorithms. I found their quad tree material particularly useful while working on one of my own.

The chapter on intersection test methods provides a handy reference. I find myself referring to it quite often. I also really liked the chapter on graphics hardware as it's hard to find a good source for this type of information at a high level.

This is probably the best computer graphics book out there right now and anyone working in the field or aspiring too should have a copy of it.


2 of 3 people found the following review helpful:

5excellent 2nd edition of a classic, Oct 8, 2023
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!


3 of 18 people found the following review helpful:

5Excellent Book, Jan 21, 2023
This is a great book. It features in depth coverage of all areas of graphics programming of interest to game programmers,


15 of 15 people found the following review helpful:

5The second edition is up to date regarding todays technology, Nov 26, 2022
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.


2 of 3 people found the following review helpful:

4Good exposure on the gfx pipeline and render technology, Jul 23, 2023
I like this book because it explains with detail how
the rendering process flows in order to provide the
ultimate image which started from gfx primitives. At
the end of the book there are some valuable architectural
explanations on different hardware. This is a good book to
understand what is needed from the bottom to provide real
time gfx support.


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