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 tomorrow for delivery by Tue 7 Jul 2026.

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

    4 in stock

      Trusted by thousands of customers. See 2,385+ Customer Reviews

      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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