Ancient, but impressive that there's an page article on shadow volumes. Kilgard, March , read for free. But, free is free.
Kundrecensioner
Again, ancient, left here for historic purposes. A well-illustrated text that explains key computational geometry algorithms. Note that the free version is the second edition; other than these errata fixes , the 3rd edition's major changes are that Chapter 7 includes information on Voronoi diagrams of line-segments and for farthest point, and Chapter 12 includes BSP trees for low-density scenes.
Truly ancient, yes, but there are still articles of general interest, and Abrash is a fine story-teller.
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The writing is clear, concise and quite up-to-date assuming you have the most recent edition. Every page contains concise, unobtrusive references to excellent sources of information books, articles, links.
For example, if you see [] in the text, just find entry [] 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.
Real-Time Rendering 3rd Edition
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.
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Kindle Edition Verified Purchase. This is, by far, one of the most thorough books I've read on computer graphics.
Real-Time Rendering, Third Edition
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. 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. Awesome book, it goes over as much rendering as humans know.
Table of Contents
If you want to know how to render something and it has been done before , 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 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! This book is my son's new bible. He can't stop talking about it! Appears to be worth every penny I paid for it! Excellent book outlining various techniques used in professional interactive graphics applications.
I've used it as a resource for several projects. There aren't allot of straightforward implementations given, but the descriptions are often good enough to lead you to a more in-depth resource.
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It is great for learning the general principles however. One person found this helpful. As far as the concepts go though it takes the ideas down to a very solid level of understanding.
Real-Time Rendering by Tomas Akenine-Möller
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