Real-Time Rendering, 4th Edition

Book Description

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive , all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Key Features

  • Covers topics from essential foundations to advanced techniques used by today’s cutting edge games
  • Case studies are grounded in specific real-time rendering technologies
  • Revised and revamped for its updated fourth edition, which focuses on modern techniques and used to generate three-dimensional images in a fraction of time old processes took
  • Covers practical rendering for games to math and details for better interactive applications.

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 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 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 . The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.

Book Details

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Download from NitroFlareTrue PDF26.305/22/2019
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