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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<title>Real-Time Rendering Book Information</title>
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<div id="navigation" class="clearfix">
<ul class="primary">
<li><a href="http://www.realtimerendering.com/blog/" rel="home">Blog</a></li>
<li><a title="Recommended books" href="books.html">Graphics Books</a></li>
<li><a title="Object / object intersection page" href="intersections.html">Intersections</a></li>
<li><a title="Sites we like" href="portal.html">Portal</a></li>
<li><a title="Ray Tracing Resources" href="raytracing.html">Ray tracing</a></li>
<li><a title="Main resources page" href="index.html">Resources</a></li>
<li><a title="USD and glTF Resources" href="usd_gltf.html">USD & glTF</a></li>
<li><a title="WebGL/three.js Resources" href="webgl.html">WebGL</a></li>
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<td class="pageName"><I>Real-Time Rendering</I> Book Information</td>
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Last changed: April 21, 2017</I>
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<p>This page provides information about the older, third edition of the book <font size="+1"><i><a href="http://smile.amazon.com/Real-Time-Rendering-Tomas-MOller/dp/1568814240?tag=realtimerenderin">Real-Time
Rendering, 3rd Edition</a></i></font>, by <a href="http://cs.lth.se/tomas_akenine-moller">Tomas
Akenine-Möller</a>, <a href="http://www.erichaines.com/">Eric
Haines</a>, and <a href="http://www.renderwonk.com/">Naty Hoffman</a>, 1045 pages, from <a href="http://www.akpeters.com">A.K. Peters Ltd.</a>,
ISBN 987-1-56881-424-7, 2008, list price $89.
<a href="bibtex_rtr3.txt">BibTeX entry</a>.
<p>You can purchase a hardcover or Kindle version from <a href="http://smile.amazon.com/Real-Time-Rendering-Tomas-MOller/dp/1568814240?tag=realtimerenderin"><b>Amazon</b></a>, or an online version from <b><a href="http://books.google.com/ebooks?id=V1k1V9Ra1FoC">Google eBooks</a></b>. If you have access, our book is available online from <a href="http://www.books24x7.com/marc.asp?bookid=31068">Books24x7</a>.
<p><b>Samples:</b> at <a href="http://smile.amazon.com/Real-Time-Rendering-Tomas-MOller/dp/1568814240?tag=realtimerenderin"><b>Amazon</b></a> you can view the Table of Contents, the index, and a bit of the introduction. <b><a href="http://books.google.com/books?id=V1k1V9Ra1FoC">Google Books</a></b> has chapter samples, export citation information, and other details. You can also read the full first three chapters <a href="http://books.google.com/ebooks/reader?id=V1k1V9Ra1FoC&printsec=frontcover&output=reader&source=gbs_atb">here</a>, linked from <a href="http://books.google.com/ebooks?id=V1k1V9Ra1FoC">this page</a>.
<p>Web resources directly related to the book (all pages are listed on our <a href="index.html">resources page</a>):
<ul>
<li>The <a href="corrigenda.html"><b>book corrections</b></a>
area (for all editions).
<li>An <a href="downloads/RTR3figures.zip"><b>archive of most of the figures</b></a> from the third edition, provided for <a href="http://en.wikipedia.org/wiki/Fair_use">Fair Use</a>. Read the <a href="http://www.realtimerendering.com/blog/our-books-figures-now-downloadable-for-fair-use/">README</a> for more details.
<li>Tomas' <a href="http://www.cs.lth.se/home/Tomas_Akenine_Moller/RTR/RTRslides.zip"><b>Powerpoint Slides</b></a> for a semester's course derived from the second edition of book. A bit dated in spots, but useful as a place to start.
<li>The <a href="refs3.html"><b>Bibliography</b></a> of the book, with hyperlinked
resources (the <a href="refs1.html">First Edition</a> and <a href="refs2.html">Second Edition</a> bibliographies are also
available).
</ul>
<p>Differences from the 2nd Edition: six years newer, color throughout, 165 pages longer, 570 more references overall (with about 150 old references removed). Every chapter has been updated, some considerably so. The focus is now on the programmable GPU, with the fixed-function pipeline essentially left behind. Chapters have been added to further explore the theory and practice of material and light representation. Post-processing techniques (HDR, depth of field, motion blur, etc.) now have extensive coverage. The hardware case studies are the Xbox 360, the PLAYSTATION 3, and Mali 200 (mobile computing), based on discussions with the manufacturers.
<p>Information about the previous edition of this book <a href="book_rtr2.html">can be found here</a>.
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<td> <a href="rtr3.jpg"><img border="1" src="rtr3_thumb.jpg" alt="3rd ed. cover image" width=157 height=237></a>
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<img src="rtr3_back_cover.jpg" alt="3rd ed. back cover" width=661 height=997>
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<div id="footer" class="clearfix">
<ul>
<li>Contacts:</li>
<li><a href="mailto:[email protected]">Tomas</a></li>
<li><a href="mailto:[email protected]">Eric</a></li>
<li><a href="mailto:[email protected]">Naty</a></li>
</ul>
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