

Buy anything from 5,000+ international stores. One checkout price. No surprise fees. Join 2M+ shoppers on Desertcart.
Desertcart purchases this item on your behalf and handles shipping, customs, and support to GERMANY.
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. Reviews "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. Review: Bad page binding in some copies - The page binding of the first chapter or two is terrible. Several pages fell out when turning and more are very loose. As others have shared, the print quality on the 4th edition is terrible. I might try ordering a second copy but my expectations are low. Update: ordered a second copy direct from desertcart instead of third party. Page binding looks much better and there doesn't appear to be any loose pages. Review: Be Skeptical of the Negative Reviews - 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.




| Best Sellers Rank | #391,870 in Books ( See Top 100 in Books ) #2 in OpenGL Software Programming #15 in Rendering & Ray Tracing #752 in Software Design, Testing & Engineering (Books) |
| Customer Reviews | 4.0 out of 5 stars 253 Reviews |
H**W
Bad page binding in some copies
The page binding of the first chapter or two is terrible. Several pages fell out when turning and more are very loose. As others have shared, the print quality on the 4th edition is terrible. I might try ordering a second copy but my expectations are low. Update: ordered a second copy direct from Amazon instead of third party. Page binding looks much better and there doesn't appear to be any loose pages.
P**O
Be Skeptical of the Negative Reviews
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.
H**G
Good book for game developers
My friend love this book
A**R
Fantastic Book, Absolutely Horrid Print Quality
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.
C**R
Must-have reference for understanding modern rendering pipelines
I have probably only gotten through a fraction of the material in this book so far, but it has been extremely useful for my understanding of lighting and shading as it works in current versions of popular game engines and Unreal in particular. There have been significant advances in rendering in the last five to ten years that are missing from the previous edition of this book. While the quality of the pictures in this edition would have been improved by glossier paper and higher-quality printing, that would have made the book even thicker than it already is, and I didn't buy the book for the pictures in any case. To really understand rendering effects, you really need to see them on screen in any case.
A**R
Buyer beware hard copy and open book after receiving.
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. edit: I am changing my review from 1 start to what it is now. After reading a good portion of this book, the content really is amazing. It is such a shame that the hard copy is flawed.
S**T
Great overview of state of the art real-time rendering, with some looks into the future
This book is a great overview of real-time rendering and a strong addition to the series. This series have never been about implementation details, if you want a DX12 or Vulkan tutorial you should look elsewhere. If you want a comprehensive overview of features that go into a modern game engine and the theory behind them this book is for you. No other single reference approaches the breadth of this book. The print quality is fine in my opinion. The paper is a little thin but the glossy full color pages make up for it. Definitely not worth a 2 star review.
S**M
Great book if you order from the right seller
I would give this book 5 stars for content but 1 for print quality. I received this book after ordering it from the cheapest "New" seller and the quality of the printing was absolutely awful. A page fell out and it felt and looked like someone printed this on their home printer and glued it together. I immediately went to the Taylor and Francis group's website and purchased another copy to see if it was better and it was. It just arrived today and it looks and feels like an actual textbook print job. I am returning my Amazon purchase but am going to keep the one I got from them directly. You should be careful when buying this book through Amazon. I paid the same price on the publishers website and am actually happy with the quality.
P**.
Outstanding content. Okay book support.
Not talking about the content since I received the book today and I will need several months to get through it (and everyone knows it's the best available on the subject) but about the support. I was scared after reading the previous comments about the quality of this 4th edition but the book came in one piece (!). Nothing bad or shocking quality wise: the paper is alright for a book this thick, illustrations are clear and in color, no loose page etc.. Sure the cover's quality is nothing special but come on, I am buying a book for its content, not to put it on a showcase.
A**I
Proper delivery
I received the very 4th edition book in proper condition.
G**.
Must have
Great book, a mast have for people that work with real-time technologies! This is The Bible of real-time rendering, every single topic is explained very thoroughly without ever being boring. Shipping times were faster than Amazon said (arrived only 1 week after the order). The book arrived in perfect condition.
V**R
Imprescindible en la librería
El contenido es de 10. Amplía enormemente los conocimientos básicos en la materia que se pueden encontrar por internet y no le falta de nada, ejemplos reales y casos de uso incluidos, muy recomendable.
A**R
Excellent book
Goes into great depth and detail on the mathematics of light transport and physical based rendering. I actually implemented the Hammon BRDF for diffuse material (page 355), and it works well!
Trustpilot
2 days ago
4 days ago