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Real-Time Rendering [Englisch] [Gebundene Ausgabe]

Tomas Akenine-Möller , Eric Haines
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September 2002
After three years this "wonderful all-around resource" of computer graphics, "indispensable for every serious graphics programmer", is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments in hardware and software that have increased the speed and quality of rendering images. The new edition includes information on the latest technology that is being released concurrently with the publication. The book's trademark--blending solid theory and practical advice--remains intact, making it mandatory for every programmer who wants to stay at the cutting edge. The book contains chapters as diverse as: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (New Chapter) - Curved Surfaces (New Chapter) With Topics Including: - Pixel shaders - Subdivision surfaces - Intersection algorithms - Pipeline tuning

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  • Gebundene Ausgabe: 900 Seiten
  • Verlag: B&T; Auflage: 2 (September 2002)
  • Sprache: Englisch
  • ISBN-10: 1568811829
  • ISBN-13: 978-1568811826
  • Größe und/oder Gewicht: 3,8 x 16,5 x 24,1 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 188.200 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

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Computer animation appears in movies, on television, in print and on the world wide web. The rapid advances in hardware and software mean that we are now experiencing only the beginning of the 3D computer graphics explosion. Realistically animated 3D computer graphics rendered in real time is the goal of a computer animation industry. This text covers the development of real-time rendering (several frames per second) for use in computer games, computer-animated movies, advertising and other applications. The authors have written the book that they wish they had when they started out. Focusing on the entire graphics pipeline, this text covers optimization, visual appearance, speed-up techniques and collision detection. The authors present new techniques and time-tested algorithms. Entire sections are devoted to special effects, polygon tesellation and model simplification. A large section on hardware ends the book.

Über den Autor und weitere Mitwirkende

Eric Haines, a graduate of the Cornell program of Computer Graphics, is currently a lead software engineer at Autodesk, Inc. Haines, a member of the editoral board for the jounal of graphics tools, has also published a number of articles, some of which are included in the Graphics Gems series. Tomas Akenine-Moller, a graduate of the Lund Institute of Technology, Sweden, is currently an Assistant Professor at the Department of Computer Engineering, Chalmers University of Technology. Akenine-Moller has contributed articles to the Graphics Gems series and to the journal of graphics tools.

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Real-time rendering is concerned with making images rapidly on the computer. Lesen Sie die erste Seite
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3 von 3 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Missing the basics? 21. Februar 2003
Format:Gebundene Ausgabe
This will help you out. From the design of the rendering pipeline and basic linear algebra through almost every important algorithm used in realtime graphics programming to optimization: this book's got it all. If you plan on coding 3d or you already do: this will give you everything to cover your basics; and more than that.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf (beta) 4.3 von 5 Sternen  10 Rezensionen
18 von 19 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen The second edition is up to date regarding todays technology 26. November 2002
Von "cbuchner1" - Veröffentlicht auf
Format:Gebundene Ausgabe
This book is a great resource and collection of algorithms used in 3D graphics programming. It does make use of an academic style, both in mathematics and in style of writing - but that is something you will appreciate if you have some computer science or engineering background. Plenty of references to further literature and articles are given in order to facilitate in-depth research on particular topics of interest.
The second edition is up to date regarding available graphics technology. It covers the latest additions to current hardware regarding Pixel and Vertex Shaders. It also provides a technical summary of the latest graphics hardware, using the X-Box GPU and the KYRO II architecture as examples.
The book covers a variety of useful algorithms at a level of abstraction that will require some additional work in order to implement in software. So it is definitely not a basic "howto" guide for beginners who just want some sample code to get going.
The color plates in this book are well chosen and illustrate the state of the art in DirectX 8.1 pixel and vertex shaders. One illustration even shows the latest technology demo of NVidia's new NV30 chip which has just been officially introduced at Comdex in November 2002. It is the realtime rendering of a scene from Final Fantasy, the motion picture.
12 von 13 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen High level presentation of rendering techniques 1. Januar 2006
Von calvinnme - Veröffentlicht auf
Format:Gebundene Ausgabe
This is not a book of algorithms on computer graphics methods. Instead, it is a comprehensive high-level survey of rendering techniques for making the graphics appear to occur in real time. This book has a very academic tone to it, and with the exception of chapter 3 which is on matrix transforms, it has precious few implementation details. Some reviewers have called it a successor to Foley and Van Dam's classic text, but I find this misleading. That book is primarily about computer graphics techniques, and is not that concerned with real-time issues. The bibliography of this book is extensive and impressive, and if you are doing research on the subject it is probably essential, especially if you are interested in the subject of virtual reality where real-time presentation is a must. However, if you are just looking for pseudocode or more "cool effects" to insert into a game or graphics program you are writing/programming you would do best to look elsewhere.
6 von 6 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Absolute essential reading for graphics programmers 11. März 2005
Von Patrick J. Cozzi - Veröffentlicht auf
Format:Gebundene Ausgabe
This is a useful book for anyone writing graphics code regardless of their implementation language and API. It contains a wealth of information on dozens of topics in computer graphics and plenty of sources to find more information. It also reads easy and is organized so it's a breeze to find what you're looking for.

The chapter on acceleration algorithms is worth the price of this book alone. They do a great job motivating the need for culling and presenting several algorithms. I found their quad tree material particularly useful while working on one of my own.

The chapter on intersection test methods provides a handy reference. I find myself referring to it quite often. I also really liked the chapter on graphics hardware as it's hard to find a good source for this type of information at a high level.

This is probably the best computer graphics book out there right now and anyone working in the field or aspiring too should have a copy of it.
5.0 von 5 Sternen excellent 2nd edition of a classic 8. Oktober 2003
Von Mr Holmes - Veröffentlicht auf
Format:Gebundene Ausgabe
I recently came across a copy of this book that my friend bought. I own a copy of the 1st edition, which was in itself a classic and definately recommended reading.
I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first. The topic updates are fabulous and very essential.
This book covers everything, introducing real-time rendering very well in an easy to read manner. I very much enjoy the numerous algorithms described in simple terms or even psuedo code.
This book is great for budding game graphics programmers. A must buy!
4 von 6 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Everything I was looking for 25. März 2006
Von T. Tricker - Veröffentlicht auf
Format:Gebundene Ausgabe|Verifizierter Kauf
I acually read this book cover to cover theres alot of information in the book and its a great book to refer back to. Its really good as a companion with OpenGL. theres some directx stuff in it too but there seems to be more with OpenGL references.
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