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Real-Time Rendering, Third Edition

2017-05-09 
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three
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Real-Time Rendering, Third Edition

Thoroughly revised, this third 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 games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

网友对Real-Time Rendering, Third Edition的评论

名副其实,Real-time Rendering独一无二的经典之作
研一之前的那个暑假尝试读过电子版,还在blog上写了非常详细的读书笔记,无奈只把前四章读完。后来才意识到这本书适合用来翻,不适合拿来作为教材读,因为你读完也只是对一些算法有个大概的认识,精华都在那1416篇reference,有同行把这本书称之为“绝世武功的目录”实在再恰当不过。
唯一的缺陷是年代实在有些久远,7年来其实已经有非常多有意思的work,而且记得作者在12年底的时候回复说还没有打算出第四版,先不等了。

非常全面的经典书籍,对每个专题相关的内容都列出了详细的扩展阅读资料,有助于全面构建知识体系。

好吧,我承认正版的Hardcover是国内打印版的感觉要好太多啦!!!

This is my favorite 3D graphics book by a wide margin. The writing is clear, concise and quite up-to-date (assuming you have the most recent edition). Every page contains concise, unobtrusive references to 1200 excellent sources of information (books, articles, links). For example, if you see [987] in the text, just find entry [987] in the appendix to find the name of a book, article, link or PDF with more information.

What's best about this text is how well chosen and written are the topics. Their intention is always to describe the best up-to-date techniques to implement solutions to every aspect of real-time 3D graphics, with only enough general or historical discussion of each topic to provide a foundation to understand the current state-of-the-art. This is simply the perfect practical approach. Their complementary website is an absolute gold mine of references and advice.

If I could only buy one general book on 3D graphics, this would definitely be it. It is a perfect complement to special-purpose books on specific APIs (OpenGL or DirectX) or GPU shading languages (GLSL or CG or HLSL) that describe the specific graphics environment and software tools you need to implement your 3D applications. If your choice is OpenGL/GLSL, then "Realtime Rendering" is the perfect complement to the OpenGL SuperBible (4th~5th edition) and the OpenGL Shading Language (3rd edition).

This is, by far, one of the most thorough books I've read on computer graphics. It has a great overview of a lot of different topics related to real-time rendering, from lighting models to collision detection, and all the math that is involved. Make no mistake, there is a lot of math in this book. I will be honest, on some pages with dense equations my eyes glazed over somewhat. But it is great to have the equations to refer back to, and there are ample references given if you want to find out more.

The thing to realize is that there is not a whole lot of code in this book. Sometimes pseudo-code will be giving, to illustrate an algorithm, but there is not stuff you can just copy and paste. If you are working on a 3D engine, this book should certainly be in your library, but you will need more to finish the job. So look to combine this book with one on your API of choice (OpenGL or DirectX) and another book that focuses on the architecture (I liked Game Engine Architecture by Jason Gregory).

All in all I think it was a great read, and I feel a lot more comfortable with the basic concepts of rendering after reading the book. If you are in the field, or looking to get into the field, this is basically required reading. Highly recommended.

I chose this book because I wanted something that skips over the very basics, since I had already learned those while developing my own simple 3D game engine.

This book covers much more advanced topics such as Global Illumination and culling techniques, as well as offering a lot of detailed information about subtle issues, such as small but important differences between texture formats.

This book isn't a programming guide either - since it's past the basic level, it assumes the reader is familiar enough with his graphics programming environment to be able to implement the described techniques without needing step-by-step instructions.

It also comes with an insane number of references to other books and papers, which is of tremendous value. The associated website is also kept up-to-date and has an active blog maintained by the authors: http://www.realtimerendering.com/

This isn't a book for beginners, but once you're past the basics, I highly recommend it.

Awesome book, it goes over as much rendering as humans know. If you want to know how to render something and it has been done before 2009, it's in the book. It gives a really good description of just about everything, I was happy to see how it has a section to go over the GPU architecture, and uses the Playstation 3 and XBox 360 as examples. Goes in great depth, you're able to implement stuff out of the book even though it doesn't give you code (just pseudo code). It goes over ray tracing techniques, intersections, optimization, and advanced techniques, which I was also happy about in a real-time book. Since getting the book, I stay updated on the blog and all the information on [...]. I have to say this book is a must have if you're into rendering!

It's a req book for DeVrys Game and Simulation Senior Graphics Programming Class using DirectX and HLSL.

It is NOT an intro book by any means. If you understand the basics of rendering already this book will give you detailed coverage of rendering theory, its not an implementation example book. I'd only recommend a full read through to an employed graphics developer.

Overall good book for theory.

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