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                               Real-Time
                              Rendering (second edition) 
                              Author: 
                              Tomas Akenine-Möller 
                                Publisher:  A.K. Peters 
                                ISBN:   1-56881-182-9 
                                Purchasing: [Amazon.Com]
                              - RRP US$59 
                                Reviewed:    18th September 2002 
                              Front 
                                Cover Shot: 
                                
                              Overview 
                              Real-Time
                              Rendering, the first edition, was one of the books
                              that all top graphics programmers would have a
                              copy of.  In 1999 it was one of the
                              definitive texts on the subject. 
                              Now,
                              in 2002, the field is radically different,
                              justifying this expanded and more up to date text
                              - covering not only the original content, but all
                              of the latest and greatest innovations and
                              technologies of the last 3 years. 
                              A
                              Solid Foundation 
                              The
                              first edition won many awards (including the
                              bestseller award from Amazon) and was praised for
                              being full of both practical information and
                              theoretical information. 3D graphics, whilst it
                              has advanced considerably in 3 years, is still
                              based on the same foundations that Möller and
                              Haines were writing about in the first edition.
                              This provides a great starting point for this
                              book, yet at the same time it also raises the bar
                              for the acceptable level of a second edition. 
                              The
                              second edition has been expanded by some 60%, with
                              several new chapters and all the
                              corrections/revisions necessary for the original
                              edition. The new chapters generally deal with the
                              advanced areas of 3D graphics (API's may be
                              getting easier/better, but the field just keeps
                              getting more complicated). We have gained a
                              significant amount of new text regarding shading
                              techniques and advanced illumination - two areas
                              that were almost impossible in real-time at the
                              time the first edition was written, but are fast
                              becoming standard now. We also get (mostly
                              included in the new chapters) coverage of shader
                              technology - possibly the biggest change in recent
                              years, and curved/sub-division geometry. 
                              Experience
                              and Skill 
                              Both
                              Möller and Haines show a considerable amount of
                              experience in this field, and a great deal of
                              theoretical/research knowledge. There are more
                              references quoted at the end of the book than
                              there are actual physical pages (846 references to
                              835 pages). 
                              The
                              fact that they possess plenty of industry
                              experience, and obviously enjoy their work, rubs
                              off on the writing style of the book - it is both
                              informative and interesting to read. 
                              No
                              Stone Left Unturned 
                              The
                              book, albeit relatively small in physical
                              dimensions does not fail to hit any of the major
                              areas that make up real-time computer graphics
                              today. Everything from a full overview of
                              traditional (and modern) rendering pipelines to
                              occlusion culling is covered. 
                              The
                              content is intentionally API independent -
                              anything you learn in this page will require you
                              to translate it into a form acceptable/appropriate
                              to your 3D API of choice. For this point alone it
                              raises the level of skill and knowledge on the
                              readers part. You need to be very good, and very
                              knowledgeable about your API (be it Direct3D or
                              OpenGL). If you're fairly new to the real-time
                              graphics scene then this book could prove to be a
                              challenging read, but if you persevere with it
                              (and maybe read it along with a book specific to
                              your API) then it will do you wonders. 
                              It
                              is a book great for learning, but it also stands
                              out as a great book for research and reference. If
                              there are features of graphics that you're not too
                              familiar with or need to learn about in a hurry
                              you can pick this book up and get quite a bit of
                              information about them without having to read the
                              whole book. Likewise, with the huge reference list
                              included you can often find the original research
                              material covering what you're actually trying to
                              do. Effectively opening gateways to solve your
                              problem. 
                              Presentation 
                              This
                              book is quite heavy on text, so expect to do
                              plenty of reading. Other books of similar content
                              have had more diagrams to help with the
                              explanation. This is only a minor point, but for
                              those of you who prefer a more visual approach to
                              learning will find it slightly harder going than
                              some texts. 
                              There
                              are a considerable number of color plates included
                              in the book - far more than you'd expect to find:
                              49 to be precise. 
                              The
                              book makes heavy use of mathematical notation -
                              all things considered, graphics programming is
                              very heavy on mathematics so this is to be
                              expected. For those of you not completely up to
                              speed on notation, a summary and overview is give
                              at the start of the book - but this is revision
                              and not for first-time learning. 
                              In 
                                Conclusion 
                              Möller
                              and Haines are back with another top-quality book.
                              Building on their original success they've
                              succeeded in improving and refining it to take
                              into account the latest technological advances.
                              For those of you who own a copy of the first
                              edition there is probably plenty in here to
                              justify purchasing, those without the first
                              edition should already be contemplating where to
                              buy the book. 
                              
                                
                                   
                                    | Good 
                                      Things | 
                                    Bad 
                                      Things | 
                                   
                                   
                                    | 
                                      Covers every major aspect of current 3D
                                      graphics. | 
                                    
                                      Not much mention of non-3D related
                                      graphics work. | 
                                   
                                   
                                    | 
                                      Works brilliantly as a reference book, and
                                      also as a general reading book. | 
                                    
                                      Not much use for beginners.  | 
                                   
                                   
                                    | 
                                      Möller
                                      and Haines know what they're talking
                                      about. | 
                                    •
                                      Applied Direct3D section is not
                                      particularly relevant anymore. | 
                                   
                                   
                                    | 
                                      An extensive reference list for those who
                                      wish to go further. | 
                                    •
                                      Could have been slightly improved with
                                      more diagrams to explain the main text. | 
                                   
                                   
                                    | •
                                      A must have for those who don't have the
                                      first edition. | 
                                      | 
                                   
                                 
                               
                                 
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