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. â Alex Vlachos, Valve

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Table of Contents

chapter 1 Introduction

chapter 2 The Graphics Rendering Pipeline

chapter 3 The Graphics Processing Unit

chapter 4 Transforms

chapter 5 Shading Basics

chapter 6 Texturing

chapter 7 Shadows

chapter 8 Light and Color

chapter 9 Physically-Based Shading

chapter 10 Local Illumination

chapter 11 Global Illumination

chapter 12 Image-Space Effects

chapter 13 Beyond Polygons

chapter 14 Volumetric and Translucency Rendering

chapter 15 Non-Photorealistic Rendering

chapter 16 Polygonal Techniques

chapter 17 Curves and Curved Surfaces

chapter 18 Pipeline Optimization

chapter 19 Acceleration Algorithms

chapter 20 Effcient Shading

chapter 21 Virtual and Augmented Reality

chapter 22 Intersection Test Methods

chapter 23 Graphics Hardware

chapter 24 The Future

RealTime Rendering Fourth Edition

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£78.84

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RRP £82.99 – you save £4.15 (5%)

Order before 4pm today for delivery by Fri 19 Dec 2025.

A Hardback by Tomas Akenine-Möller, Eric Haines, Naty Hoffman

1 in stock


    View other formats and editions of RealTime Rendering Fourth Edition by Tomas Akenine-Möller

    Publisher: Taylor & Francis Ltd
    Publication Date: 06/08/2018
    ISBN13: 9781138627000, 978-1138627000
    ISBN10: 1138627003

    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. â Alex Vlachos, Valve

    <

    Table of Contents

    chapter 1 Introduction

    chapter 2 The Graphics Rendering Pipeline

    chapter 3 The Graphics Processing Unit

    chapter 4 Transforms

    chapter 5 Shading Basics

    chapter 6 Texturing

    chapter 7 Shadows

    chapter 8 Light and Color

    chapter 9 Physically-Based Shading

    chapter 10 Local Illumination

    chapter 11 Global Illumination

    chapter 12 Image-Space Effects

    chapter 13 Beyond Polygons

    chapter 14 Volumetric and Translucency Rendering

    chapter 15 Non-Photorealistic Rendering

    chapter 16 Polygonal Techniques

    chapter 17 Curves and Curved Surfaces

    chapter 18 Pipeline Optimization

    chapter 19 Acceleration Algorithms

    chapter 20 Effcient Shading

    chapter 21 Virtual and Augmented Reality

    chapter 22 Intersection Test Methods

    chapter 23 Graphics Hardware

    chapter 24 The Future

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