{"product_id":"real-time-rendering-fourth-edition-9781138627000","title":"Real-Time Rendering, Fourth Edition","description":"\u003cp\u003e\u003cstrong\u003eReal-Time Rendering\u003c\/strong\u003e combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. \u003c\/p\u003e\u003cp\u003eIt 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.\u003c\/p\u003e\u003cp\u003eIt 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.\u003c\/p\u003e\u003cp\u003eReviews\u003c\/p\u003e\u003cp\u003e\"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\u003c\/p\u003e\u003cp\u003e\"\u003ci\u003eReal-Time Rendering\u003c\/i\u003e 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\u003cb\u003e \u003c\/b\u003e\u003c\/p\u003e\u003cp\u003e\"Since it was first published, \u003ci\u003eReal-Time Rendering\u003c\/i\u003e has been an invaluable companion to anyone who wants to keep up with this dynamic 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 \u003ci\u003ePhysically Based Rendering: From Theory to Implementation\u003c\/i\u003e\u003c\/p\u003e\u003cp\u003e\"I built our rendering engine and my career on what I learned in previous editions of \u003ci\u003eReal-Time Rendering\u003c\/i\u003e. 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 \u003ci\u003eOpenGL Insights\u003c\/i\u003e\u003c\/p\u003e\u003cp\u003e\"\u003ci\u003eReal-Time Rendering\u003c\/i\u003e 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\u003cb\u003e \u003c\/b\u003e\u003c\/p\u003e\u003cp\u003eAbout the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 \u003ci\u003eStar Wars\u003c\/i\u003e(TM) short \u003ci\u003eReflections\u003c\/i\u003e, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.\u003c\/p\u003e\u003cbr\u003e\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAbout the Author\u003c\/b\u003e\u003cbr\u003e\u003cb\u003e \u003c\/b\u003e\u003cp\u003eTomas Akenine-M?ller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group). \u003c\/p\u003e\u003cp\u003e\u003cstrong\u003eEric Haines \u003c\/strong\u003ecurrently works at NVIDIA on interactive ray tracing. He cofounded the　\u003ci\u003eJournal of Graphics Tools\u003c\/i\u003e and the \u003ci\u003eJournal of Computer Graphics Techniques\u003c\/i\u003e. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eNaty Hoffman \u003c\/strong\u003eis currently Principal Engineer \u0026amp; Architect at Lucasfilm's Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R\u0026amp;D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE \/ SSE2 instruction set definition).\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eAngelo　Pesce\u003c\/strong\u003e　currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R\u0026amp;D. His interest in Computer Graphics started in his teens by joining the demoscene community.　In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment.\u003c\/p\u003e \u003cp\u003e \u003cstrong\u003eSebastien Hillaire\u003c\/strong\u003e is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences. \u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e \u003cp\u003e\u003c\/p\u003e \u003cp\u003e\u003cstrong\u003eMichal Iwanicki\u003c\/strong\u003e currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in \u003cem\u003eThe Witcher, The Last of Us\u003c\/em\u003e, and the \u003cem\u003eCall of Duty\u003c\/em\u003e series\u003c\/p\u003e\u003cbr\u003e","brand":"A K PETERS","offers":[{"title":"Default Title","offer_id":50848719470866,"sku":"9781138627000","price":118.99,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0831\/4771\/8930\/files\/img_886e86eb-af21-485f-8307-62e5f39743c4.jpg?v=1737380983","url":"https:\/\/surprise-castle.myshopify.com\/products\/real-time-rendering-fourth-edition-9781138627000","provider":"Surprise Castle","version":"1.0","type":"link"}