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Games & Strategy Guides - Real-Time Rendering, Fourth Edition

Description

Book Synopsis: Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces.It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.

Reviews

“This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration.” – Alex Vlachos, Valve

“Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today’s best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!” – Chris Wyman, Principal Research Scientist, NVIDIA

“Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics.” – Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation

“I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge.” – Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights

“Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!” – Aras Pranckevičius, Unity Technologies

About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.

Details

Are you serious about computer graphics and want to take your skills to the next level? Look no further than the highly acclaimed book, Real-Time Rendering. This fourth edition is the ultimate reference for three-dimensional interactive computer graphics, providing both foundational principles and the latest cutting-edge techniques. With its updated chapter on virtual reality and augmented reality, as well as coverage of new topics like visual appearance and global illumination, this book is a must-have resource for anyone in the industry.

Real-Time Rendering is not just a book, but a comprehensive guide that will help you increase speed and improve image quality in your projects. Whether you're a beginner or an expert, this book condenses thousands of papers, talks, and blogs into one accessible volume, presenting today's best practices and promising state-of-the-art research. Its rigorous coverage of fundamentals, combined with up-to-date discussions, makes it the go-to resource for staying on top of the dynamic field of computer graphics.

But don't just take our word for it. Industry professionals are raving about Real-Time Rendering. Alex Vlachos from Valve recommends it as a great reference on many topics, with impressive depth and great references for further exploration. Chris Wyman, Principal Research Scientist at NVIDIA, describes it as a key reference for beginners and experts alike. Matt Pharr, co-author of Physically Based Rendering, applauds the rigorous coverage of fundamentals and the discussion of the latest techniques. Patrick Cozzi, Principal Graphics Architect at Cesium, credits his career success to what he learned from previous editions of Real-Time Rendering. And Aras Pranckevičius from Unity Technologies considers it the first book to read for anyone wanting to learn real-time graphics.

Get your hands on the most comprehensive resource in computer graphics by ordering Real-Time Rendering today. Don't miss out on the opportunity to master the algorithms that create synthetic images fast enough for viewers to interact with virtual environments. Take your skills to new heights and be at the forefront of this dynamic field. Order now and join the ranks of industry professionals who turn to Real-Time Rendering for their graphics needs.

Order Real-Time Rendering now and elevate your computer graphics expertise to new heights.

Disclosure: I get commissions for purchases made through links in this website