Rating:  Summary: In-depth discussion of graphics concepts Review: I recieved this book and started reading it front to back. It took quite a while because I kept re-reading sections or skipping around the references. This book is packed with valid and interesting information covering many aspects of theoretical graphics rendering. My only complaint is that there were no solid code examples, but the authors made it clear there wouldn't be any. I just think it might have been better with some real-world examples. The theoretical was covered extremely well with many useful references. A must read for anyone working with real-time computer graphics.
Rating:  Summary: In-depth discussion of graphics concepts Review: I recieved this book and started reading it front to back. It took quite a while because I kept re-reading sections or skipping around the references. This book is packed with valid and interesting information covering many aspects of theoretical graphics rendering. My only complaint is that there were no solid code examples, but the authors made it clear there wouldn't be any. I just think it might have been better with some real-world examples. The theoretical was covered extremely well with many useful references. A must read for anyone working with real-time computer graphics.
Rating:  Summary: Real Time 3D cookbook Review: I took the reviewers' words and decided to order this book... I'm very glad I did. This book immediately proved its worth by giving me a better ray-tri intersection test. It goes over most of what you will care about if you work with 3D graphics. It doesn't cover everything completely, some items are glossed over, one could hardly expect that from any text. The strengths of the book are in how it handles the topics collision detection, intersection tests, optimization methods and lighting. On top of that, the list of supplimental resources in the back may be worth the price of the book alone. One of the best book purchases I have made in some time.
Rating:  Summary: Buy this book Review: If I were only allowed to own one graphics book, this would be it. In addition to a super "real-time" book, it is just a plain super graphics book.
Rating:  Summary: Algorithms of lasting value Review: It took almost one and half years from the concept of Real-TimeRendering to print, but authors Tomas Moeller and Eric Haines stuck totheir guns and produced the kind of book that they wished had been available when they first started out -- a book that is both unified and crammed with details not found in introductory texts. Their book, Real-Time Rendering addresses algorithms and techniques for creating synthetic images, rapidly and realistically, of three dimensional worlds in real-time. Avoiding API specific material, the book focuses on algorithms of lasting value. END
Rating:  Summary: A must-have for graphics/game programmers Review: Real-Time Rendering is a wonderful all-around resource that belongs on the desk of any serious graphics programmer. Moller and Haines have taken a great deal of the research done in this area over the past decade and compiled it into a single, very well-written work. For each topic covered, several algorithms are discussed, with the strengths and weaknesses of each. Although pseudo-code is occasionally provided, source code is not, which I consider a plus, as it causes the focus of the book to remain on the algorithms themselves, not the implementation thereof.Given the nature of the book, it's not one I'd recommend to beginners; although the first several chapters include a very clear and API-independent introduction to 3D graphics, the rest of the book is well beyond the scope of what most beginners will find useful. However, for anyone serious about the creation of high-performance graphics engines, this book is an indispensable resource.
Rating:  Summary: The book we wish we had owned when we started out Review: The field of computer graphics has become complex enough that a single book covering it all must, of necessity, be somewhat shallow. Introductory texts give a solid foundation, but ignore more complex topics. API-specific volumes describe the exact syntax needed to make a graphics library perform some operation, but at the expense of having to limit themselves to what the API could do and the author could fit into the book. Our approach is to explain the algorithms and techniques currently used in the field of real-time rendering. We take up where the introductory texts leave off, and focus solely on 3D interactive rendering. By avoiding specific API constraints we are able to more fully cover the field's breadth of topics and avoid the minutiae of implementation details. While aimed at the intermediate level programmer, the book is also useful as a reference. We have recorded the workings of many algorithms in one place, contrasting and comparing methods of solving various problems.
Rating:  Summary: The second edition is up to date regarding todays technology Review: This book is a great resource and collection of algorithms used in 3D graphics programming. It does make use of an academic style, both in mathematics and in style of writing - but that is something you will appreciate if you have some computer science or engineering background. Plenty of references to further literature and articles are given in order to facilitate in-depth research on particular topics of interest. The second edition is up to date regarding available graphics technology. It covers the latest additions to current hardware regarding Pixel and Vertex Shaders. It also provides a technical summary of the latest graphics hardware, using the X-Box GPU and the KYRO II architecture as examples. The book covers a variety of useful algorithms at a level of abstraction that will require some additional work in order to implement in software. So it is definitely not a basic "howto" guide for beginners who just want some sample code to get going. The color plates in this book are well chosen and illustrate the state of the art in DirectX 8.1 pixel and vertex shaders. One illustration even shows the latest technology demo of NVidia's new NV30 chip which has just been officially introduced at Comdex in November 2002. It is the realtime rendering of a scene from Final Fantasy, the motion picture.
Rating:  Summary: The best book for programming 3d game engines, bar none Review: This book is IT. It contains answers to virtually every question regarding 3d and collision detection I had to look up left and right in other books and the internet over the past 2 years I spent as a professional game developer. It is easy to read and, as of Jan 2000 by other book's standards, very up-to-date on current technology. I don't know about other types of realtime rendering, but if you are a game developper of any level, this book deserves a spot right next to your Foley van Dam...
Rating:  Summary: 3D GAME PROGRAMMERS ULTIMATE COMPANION Review: This book is simply put, a must have. If you are building an graphics pipeline for 3d games and need to know about things such as lens flares collision detection (hierarchical), pipeline optimization and general 3D math. Get This book. It is like the FOLEY and VAN DAMM book except it focuses on real time rendering (interactivity) I recoomend this book highly, as i got it yesterday and skimmed over most chapters and read the first two completely. This author writes not from a boring perspective, but of an fresh easily readible text format which basically teaches you the theory and gives you the inspiration to test it out on whatever platform you wish. This book should have come out sooner, is my only gripe. Purchase Book, grab a nice cup of joe, find a quiet corner and make sure to bring a pen/pad.
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