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.
"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
"Real-Time Rendering 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
"Since it was first published, Real-Time Rendering 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 Physically Based Rendering: From Theory to Implementation
"I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. 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 OpenGL Insights
"Real-Time Rendering 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
About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections, 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.
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