ABSTRACT

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

 

Reviews

Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. 
       -- Gabe Newell, President, Valve, May 2008


Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. 
       -- The Bookwatch, November 2008


You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. 
       -- Logan Decker, PC Gamer Magazine , February 2009

chapter 1|10 pages

Introduction

chapter 2|18 pages

The Graphics Rendering Pipeline

chapter 3|24 pages

The Graphics Processing Unit

chapter 4|46 pages

Transforms

chapter 5|48 pages

Visual Appearance

chapter 6|54 pages

Texturing

chapter 7|84 pages

Advanced Shading

chapter 8|42 pages

Area and Environmental Lighting

chapter 9|112 pages

Global Illumination

chapter 10|68 pages

Image-Based Effects

chapter 11|24 pages

Non-Photorealistic Rendering

chapter 12|44 pages

Polygonal Techniques

chapter 13|70 pages

Curves and Curved Surfaces

chapter 14|52 pages

Acceleration Algorithms

chapter 15|28 pages

Pipeline Optimization

chapter 16|68 pages

Intersection Test Methods

chapter 17|36 pages

Collision Detection

chapter 18|50 pages

Graphics Hardware

chapter 19|10 pages

The Future