Last changed: May 7, 2009 This is the main resources page for the bookReal-Time Rendering, By Tomas akenine-Möller, Eric Haines, and naty Hoffman, 1045 pages, from a.k. peters Ltd ., 3rd Edition, ISBN 987-1-56881-424-7, 2008, list price $89. entry.
Look inside, OrOrder it from Amazon. Information about the book's contentsCan be found here. Other pages and resources hosted here:
- ABlog(And its about page) containing new information we think is worthwhile.
- APortal pageFor the best real-time web resources.
- TheBook correctionsArea (for all editions ).
- OurBook recommendation listFor real-time computer graphics; We wocould appreciate your comments.
- TheObject/object intersection pageFor information on 3D object intersections.
- Tomas'PowerPoint slidesFor a semester's course derived from the book. A little dated, but a good starting basis.
- TheBibliographyOf the book, with hyperlinked resources (the first edition and second edition Bibliographies are also available ).
- Older resources: a Google Map of the top 20 game publishers of 2006 (really, gamedevmap is more useful now), and the fantasy graphics leleague results.
- The 2nd Edition Resources page has been kept around just in case. this page is no longer maintained, so your CT dead links and stale information. that said, there are some articles linked that we no longer link to here, since we have added the material to our book.
Introduction and Overview
The rest of this page is dedicated to providing information related to the book's contents: new techniques, worthwhile websites, etc. after coverage of books and graphics APIs, the page is organized into categories based on the book. we also have a portal page that is an extremely condensed set of some of the best links available; we won't repeat these here (Much ). we have also trimmed out into links from this page; see the old Second Edition page if you want to look through older, possibly dead links. What follows are categories for resources. All information is stored on this single page, for details of searching.
- Introduction
- Books
- DirectX
- OpenGL
- The graphics rendering pipeline
- The graphics processing unit
- Transforms
- Visual appearance
- Texturing
- Advanced Shading
- Area and environmental Lighting
- Global Illumination
- Image-based effects
- Non-Photorealistic Rendering
- Polygonal Techniques
- Curves and Curved Surfaces
- Acceleration algorithms
- Pipeline Optimization
- Intersection Test Methods
- Collision Detection
- Graphics hardware
- The future
- Linear Algebra
- Trigonometry
- Bibliography
Books
We maintain a recommended book list, with brief reviews. |