Download Ebook Real-Time Rendering, Fourth Edition

Download Ebook Real-Time Rendering, Fourth Edition

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Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition


Real-Time Rendering, Fourth Edition


Download Ebook Real-Time Rendering, Fourth Edition

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Real-Time Rendering, Fourth Edition

About the Author

Tomas Akenine-Möller 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). Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics. Naty Hoffman is currently Principal Engineer & 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&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). Angelo Pesce currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&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.  Sebastien Hillaire 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. MichaÅ‚ Iwanicki 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 The Witcher, The Last of Us, and the Call of Duty series

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Product details

Hardcover: 1198 pages

Publisher: A K Peters/CRC Press; 4 edition (August 6, 2018)

Language: English

ISBN-10: 9781138627000

ISBN-13: 978-1138627000

ASIN: 1138627003

Product Dimensions:

7.7 x 1.9 x 9.4 inches

Shipping Weight: 4.4 pounds (View shipping rates and policies)

Average Customer Review:

2.6 out of 5 stars

21 customer reviews

Amazon Best Sellers Rank:

#90,651 in Books (See Top 100 in Books)

This is a review of the physical quality of the book, not the content. The content is excellent, but sadly the quality of the book is awful. This is a major disappointment as the 3rd edition was very nice. This 4th edition is made of thin cheap paper that could easily be torn with a careless page turn. The picture print quality is very bad, extremely grainy. I have seriously seen better printing from 20 year old inkjets. I've attached some comparison pictures from the 3rd and 4th edition as well as some particularly bad examples from just the 4th so you can decide for yourself. Personally I'm returning my copy and will avoid CRC Press in the future.

The content of this series is top notch. If you want to learn anything about realtime graphics and rendering form basics to advanced topics, you can't go without one of these books.However, as other reviewers have noted, the 4th addition of Realtime Rendering is a joke in terms of print quality. After reading other reviews, I didn't think it would be that bad, but it literally does not compare to the 3rd edition I have sitting on my shelf. Really, it doesn't compare to ANY OTHER TECHNICAL BOOK I've bought in the last decade. Images are grainy and low resolution, color accuracy is poor, the TEXT IS NOT CLEAR (come on!), and the paper is so thin that just lightly turning pages can easily tear it. Compared to the previous edition which I've owned for years, I doubt this book will stand up to just a single read through. And when you put the two side by side and open up to similar pages, its just depressing.I mean, seriously, I have many other books by CRC Press and they're usually top quality. I don't know why this one is so astronomically different.Its unfortunate I have to give this book a 1 star review, I really have relied a lot on this series throughout my career as a professional software developer. But this book is absolutely not worth $89 + tax. If you want one of these, consider the 3rd edition. If you need the latest info, perhaps try the e version for half price. I may keep mine since I already have it and I'm reading through it. But at its current price and quality, I cannot recommend anyone else bother with this.

A book about graphics cannot have this poor paper quality and image printing. Terribly grainy and low resolution sometimes make it difficult to actually see what the image or diagram is trying to showcase. A disappointment.

Terrible print quality for such an important book. Shame on greedy publisher.

Horrible print quality and very thin paper, the goldfish cover would be better than this generic star wars thing.It's a shame because this is the best book for realtime rendering. If the ebook has color images I rather buy it and print it myself.

I am puzzled as to why this book has received such negative reviews. Most of the disappointment has been directed at the print quality of the text. Some of the images are slightly lower resolution than what you may find elsewhere and the pages are thin, but the book is nearly 1200 pages and the image quality is perfectly fine. The text is clear and images serve their purpose. I have verified that I have received the first printing, so unless there were some major variations in the printing process, all I can say is that the dissatisfaction with the book is at least a little hyperbolic.If you are on the fence about buying this book because of the negative reviews, I would urge you to reconsider. This is the book to buy if you are looking for an all-in-one source to learn about real-time graphics. If you are a game developer, software engineer, or just looking to learn more about this subject, you need to buy this book. It's the foundational text of the field. This edition in particular is very up-to-date, with huge additions over the previous edition including several chapters on real-time ray-tracing, volumetric rendering, and modern GPU architecture.If you were like me and were uncertain about the book because of the print quality, I can say for myself that I have found these claims to be greatly exaggerated.

I'd love to own this book because the content looks amazing. But I am about to return my second copy after returning the first.Both books I've received have had pages just fall out. The pages seems like they're not even bound. The attached picture depicts the quality of the first book received. I opened to the physically based shading section only to have the page slide out. It seems like every 15 pages or so has a loose page that will fall out. I suspect the entire inventory of books have this issue.Do yourself a favor, don't bother buying a hard copy of the 4th edition. If you've already ordered a copy, check around page 301 for loose pages.

The other reviews are not exagerating. The paper is so thin I could tear it by turning the pages if I'm not careful. The images are grainy as if they had been printed with a cheap inkjet printer. The book is still useable but I'm very concerned about its durability even though I got the hardcover version.

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