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Real-Time Rendering

Real-Time Rendering
Autoren: Tomas Akenine-moeller, Eric Haines, Naty Hoffman
Urheber: Tomas Akenine-moeller, Eric Haines, Naty Hoffman
Verleger: B&T

Kaufen Neu: EUR 66,70



Neu (6) Gebraucht (3) ab EUR 66,70

Bewertung: 5.0 von 5 Sternen 10 Rezensionen
Verkaufsrang: 1550

Medium: Gebundene Ausgabe
Ausgabe: 3
Seiten: 1045
Versandgewicht: 3.9
Maße (innen): 9.2 x 5.9 x 2

ISBN: 1568814240
Dewey Dezimalzahl: 006.6773
EAN: 9781568814247

Publikation: Juli 31, 2008
Versand: Sparversand
Verfügbarkeit: Gewoehnlich versandfertig bei Amazon in 24 Stunden

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Redaktionelle Rezensionen:

Amazon.co.uk
One would think that the title of Tomas Moller's and Eric Haines's book, Real-time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.

The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done.

Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.

Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo

Amazon.com
One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time?

The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.

When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.

The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done.

Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.

Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo


Kundenrezensionen:   Gelesen 5 mehr Rezensionen...

5 von 5 Sternen Missing the basics?   Februar 21, 2003
P. Philipp
1 aus 1 fanden die folgende Rezension hilfreich

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.


5 von 5 Sternen Die Einfuehrung in die Echtzeit 3D-Grafik...   November 26, 2002
4 aus 4 fanden die folgende Rezension hilfreich

...wenn man schon programmieren kann und eine Grafik-API (z.B. Direct3D oder OpenGL) beherrscht. Hier werden dem Anfaenger und dem Fortgeschrittenen die Grundlagen (und mehr) heutiger auf texturierten Polygonen basierende 3D-Grafik einfach und verstaendlich (auf Englisch) beigebracht. Mit Hilfe dieses Buches baut man sich eine gute Grundlage auf und erkennt bald, dass andere Bucher die sich an APIs binden ("Super 3DGrafik-Programmierung mit DirectY 10") nur Augenwischerei betreiben und sich nicht um das eigentliche Thema kuemmern.


5 von 5 Sternen Just one of the best   Januar 23, 2002
1 aus 1 fanden die folgende Rezension hilfreich

From all books I have read up to now (and there are many) I think this one is just one of the best, because it deals with all
kind of different problems that circle around 3D Engines and 3D Graphics. Although there are some pretty good chapters some are just too general (like Scenegraphing and Model Culling). I miss a good general algo. for creating a BSP Tree for example.
But apart of this, there is really nothing wrong with this book.



5 von 5 Sternen unverzichtbar fuer effiziente 3d-programmierung   Dezember 23, 2000
Michael Nischt (Berlin)
3 aus 3 fanden die folgende Rezension hilfreich

einfach genial: alle tricks verstaendlich erklaert Fuer den absoluten Einsteiger und Fortgeschrittene. dieses Buch laest wirklich nichts aus: vom Aufbau der Rendering-pipeline, ueber Transformationen bis hin zu Kollision-detektion. und dazu noch das meisste anhand von skizzen veranschaulicht. Allein durch den Anhang "lineare Algebra" lohnt sich der kauf.

sofort bestellen


5 von 5 Sternen Awesome technical book   März 16, 2000
Angus M. Dorbie (California, USA)
"~This book is an excellent guide to the subject of real-time graphics. It is well referenced and includes detailed descriptions and explanations of algorithms, program structure and techniques you will need to write a high performance 3D graphics application on todays fast 3D hardware. It is crammed with relevant advice which will help you write faster 3D code reguardless of the underlying API you"~ on this specialized but critical subject crammed into one place.



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