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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="https://www.w3.org/1999/xhtml/">
<head>
<title>Real-Time Rendering Graphics Books Page</title>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<link rel="shortcut icon" href="favicon.ico" type="image/x-icon"/>
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<link rel="stylesheet" href="rtr4.css" type="text/css"/>
</head>
<body>
<div id="wrapper">
<div id="header">
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<a href="https://www.realtimerendering.com/blog/">
<img src="rtr-header.png" alt="Header image" width="410" height="106"/>
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<div id="navigation" class="clearfix">
<ul class="primary">
<li><a href="https://www.realtimerendering.com/blog/" rel="home">Blog</a></li>
<li><a class="nav-current" 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">Real-Time Rendering Graphics Books Page</td>
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<div class="metadata">
Last changed: November 25, 2024
</div>
Beyond <a href="https://www.realtimerendering.com/index.html">our own book</a>, listed here are upcoming, recent, and <a href="#recommended">recommended</a> graphics books, along with related online information. On our Resources page we <a href="index.html#intro">list only books that are free for download</a>. To sample the books: some books have <a href="https://books.google.com">Google Books samples</a>, which we link to as we find them, or downloadable samples for the <a href="https://www.amazon.com?tag=realtimerenderin">Kindle version</a>. You can also look at Amazon's best-selling <a href="https://www.amazon.com/exec/obidos/tg/browse/-/3922/1/002-8174022-0714455?rank=%2Bsalesrank&submit.x=6&submit.y=7&submit=Go%21&tag=realtimerenderin">DirectX</a> and <a href="https://www.amazon.com/exec/obidos/tg/browse/-/3935/1/002-8174022-0714455?rank=%2Bsalesrank&submit.x=11&submit.y=7&submit=Go%21&tag=realtimerenderin">OpenGL</a> book lists. Other best-seller categories that sometimes turn up books of interest: <a href="https://www.amazon.com/gp/bestsellers/books/3937/ref=pd_zg_hrsr_b_1_4_last?tag=realtimerenderin">Rendering & Ray Tracing</a>, <a href="https://www.amazon.com/gp/bestsellers/books/15375251/ref=pd_zg_hrsr_b_3_4_last?tag=realtimerenderin">Game Programming</a>.
<a NAME="upcoming">
<H2 class="subHeader">Upcoming Books</H2>
</a>
Books that have not been released yet.
<P>
<div id="books-small-table">
<table>
</table>
<a NAME="recent">
<H2 class="subHeader">Recent Books</H2>
</a>
<P>These are newer relevant books that have come out in the past few years; we make no judgments on these (well, we review a very few <a href="https://www.realtimerendering.com/blog/">on our blog</a>).
<table>
<tr><td>
<a href="https://www.amazon.com/dp/B0DNXNM14K?tag=realtimerenderin">
<img src="AmazonImages/gpu_zen_3_100.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/B0DNXNM14K?tag=realtimerenderin">GPU Zen 3</a></b>, edited by Wolfgang Engel, Black Cat Publishing, November 2024 (<a href="https://gpuzen.blogspot.com/">book's website</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Modern-Vulkan-Cookbook-practical-techniques/dp/1803239980?tag=realtimerenderin">
<img src="AmazonImages/modern_vulkan_cookbook.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Modern-Vulkan-Cookbook-practical-techniques/dp/1803239980?tag=realtimerenderin">The Modern Vulkan Cookbook</a></b>, by Preetish Kakkar and Mauricio Maurer, Packt Publishing, April 2024 (<a href="https://www.packtpub.com/en-id/product/the-modern-vulkan-cookbook-9781803239989?type=subscription">more information and free chapter</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/B0CXY8C72T?tag=realtimerenderin">
<img src="AmazonImages/pgai.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/B0CXY8C72T?tag=realtimerenderin">Projective Geometric Algebra Illuminated</a></b>, by Eric Lengyel, March 2024 (<a href="https://projectivegeometricalgebra.org/">more information</a>, <a href="https://x.com/EricLengyel/status/1769176370691846371">sample pages</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Real-Time-Ray-Tracing-Vulkan-Impatient-Kenwright/dp/B0CWVJ1SRY?tag=realtimerenderin">
<img src="AmazonImages/rtrtwvfti.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Real-Time-Ray-Tracing-Vulkan-Impatient-Kenwright/dp/B0CWVJ1SRY?tag=realtimerenderin">Real-Time Ray-Tracing with Vulkan for the Impatient</a></b>, by Kenwright, March 2024 (<a href="https://dl.acm.org/doi/10.1145/3587423.3595476">free course note download for ACM members</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Graphics-Programming-OpenGL-C/dp/1501522590?tag=realtimerenderin"><img src="AmazonImages/cgpioc3.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Graphics-Programming-OpenGL-C/dp/1501522590?tag=realtimerenderin">Computer Graphics Programming in OpenGL With C++ Third Edition</a></b>, by V. Scott Gordon and John L. Clevenger, Mercury Learning & Information, February 2024.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/WGPU-Examples-Procedural-Mastering-Next-Generation/dp/B0CL12NN52?tag=realtimerenderin"><img src="AmazonImages/wgpubex.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/WGPU-Examples-Procedural-Mastering-Next-Generation/dp/B0CL12NN52?tag=realtimerenderin">WGPU by Examples</a></b>, by Jack Xu, October 2023 (<a href="https://drxudotnet.com/">author's site</a> with related books).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Geometry-Programmers-Oleksandr-Kaleniuk/dp/1633439607?tag=realtimerenderin"><img src="AmazonImages/book_1633439607.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Geometry-Programmers-Oleksandr-Kaleniuk/dp/1633439607?tag=realtimerenderin">Geometry for Programmers</a></b>, by Oleksandr Kaleniuk, Manning Publications, May 2023 (<a href="https://www.manning.com/books/geometry-for-programmers">more information</a>, <a href="https://github.com/akalenuk/geometry-for-programmers-code">source code</a>).
</td></tr>
<tr><td>
<tr><td>
<a href="https://www.amazon.com/Physically-Based-Rendering-fourth-Implementation-dp-0262048027/dp/0262048027?tag=realtimerenderin"><img src="AmazonImages/pbrt4.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.pbr-book.org/"><img src="read_for_free_sm.png" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Physically-Based-Rendering-fourth-Implementation-dp-0262048027/dp/0262048027?tag=realtimerenderin">Physically Based Rendering, Fourth Edition: from Theory to Implementation</a></b>, by Matt Pharr, Wenzel Jakob, and Greg Humphreys, The MIT Press, March 2023 (<a href="https://www.pbrt.org/">more information</a>), <a href="https://www.patreon.com/pbrbook">Patreon page</a>, <a href="https://www.pbr-book.org/">read for free</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Mastering-Graphics-Programming-Vulkan-principles/dp/1803244798?tag=realtimerenderin"><img src="AmazonImages/41-Wf0kYTaL._SX50_BO1,204,203,200_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Mastering-Graphics-Programming-Vulkan-principles/dp/1803244798?tag=realtimerenderin">Mastering Graphics Programming with Vulkan</a></b>, by Marco Castorina and Gabriel Sassone, Packt Publishing, April 2023 (<a href="https://github.com/PacktPublishing/Mastering-Graphics-Programming-with-Vulkan">book's code repository</a>, <a href="https://jorenjoestar.github.io/#posts">author's blog</a>, <a href="https://www.google.com/books/edition/Mastering_Graphics_Programming_with_Vulk/IDCoEAAAQBAJ?hl=en&gbpv=1&dq=Mastering+Graphics+Programming+with+Vulkan&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/1032256982?tag=realtimerenderin"><img src="AmazonImages/41kF+HVdeCL._SX50_BO1,204,203,200_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/1032256982?tag=realtimerenderin">Computer Graphics Through OpenGL: From Theory to Experiments, Fourth Edition</a></b>, by Sumanta Guha, AK Peters/CRC Press, December 2022 (<a href="https://www.sumantaguha.com/">Book's website</a>, <a href="https://www.google.com/books/edition/Computer_Graphics_Through_OpenGL/je3MAwAAQBAJ?hl=en&gbpv=1&dq=Computer+Graphics+Through+OpenGL:+From+Theory+to+Experiments,+Fourth+Edition&printsec=frontcover">Google Books sample</a>, <a href="https://www.routledge.com/Computer-Graphics-Through-OpenGL-From-Theory-to-Experiments/Guha/p/book/9781032256986">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Mathematics-Game-Programming-Computer-Graphics/dp/1801077339?tag=realtimerenderin"><img src="AmazonImages/mfgpacg.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Mathematics-Game-Programming-Computer-Graphics/dp/1801077339?tag=realtimerenderin">Mathematics for Game Programming and Computer Graphics</a></b>, by Penny de Byl, Packt Publishing, November 2022 (<a href="https://github.com/PacktPublishing/Mathematics-for-Game-Programming-and-Computer-Graphics">Code</a>, <a href="https://www.packtpub.com/en-us/product/mathematics-for-game-programming-and-computer-graphics-9781801077330">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Developing-Graphics-Frameworks-Java-Opengl/dp/0367720698?tag=realtimerenderin"><img src="AmazonImages/41SENTi6QzS._SL500_._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.taylorfrancis.com/books/mono/10.1201/9781003153375/developing-graphics-frameworks-java-opengl-lee-stemkoski-james-cona"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/Developing-Graphics-Frameworks-Java-Opengl/dp/0367720698?tag=realtimerenderin"><b>Developing Graphics Frameworks with Java and OpenGL</b></a>, by Lee Stemkoski and Michael Pascale, CRC Press, June 22, 2022 (<a href="https://www.routledge.com/Developing-Graphics-Frameworks-with-Java-and-OpenGL/Stemkoski-Cona/p/book/9780367720698">Publisher's website</a>, <a href="https://www.google.com/books/edition/Developing_Graphics_Frameworks_with_Java/wiRuEAAAQBAJ?hl=en&gbpv=1&dq=Developing+Graphics+Frameworks+with+Java+and+OpenGL&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/1683927362?tag=realtimerenderin"><img src="AmazonImages/61Lqy-rA4tL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/1683927362?tag=realtimerenderin">Computer Graphics Programming in OpenGL with Java Third Edition</a></b>, by V. Scott Gordon and John L. Clevenger, Mercury Learning & Information, October 2021 (<a href="https://www.merclearning.com/titles/Computer-Graphics-Programming-in-OpenGL-with-JAVA-Third-Edition.html">publisher's page</a>, <a href="https://www.google.com/books/edition/Computer_Graphics_Programming_in_OpenGL/GG1CEAAAQBAJ?hl=en&gbpv=1&dq=Computer+Graphics+Programming+in+OpenGL+with+JAVA&printsec=frontcover">Google Books Sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Graphics-Rendering-Cookbook-comprehensive-algorithms/dp/1838986197?tag=realtimerenderin">
<img src="AmazonImages/41yiOSwFI3L._SL500_._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Graphics-Rendering-Cookbook-comprehensive-algorithms/dp/1838986197?tag=realtimerenderin">3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan</a></b>, by Sergey Kosarevsky and Viktor Latypov, Packt Publishing, August 25, 2021 (<a href="https://www.packtpub.com/en-us/product/3d-graphics-rendering-cookbook-9781838986193">Publisher's page</a>, <a href="https://github.com/PacktPublishing/3D-Graphics-Rendering-Cookbook">Github repo</a>, <a href="https://www.google.com/books/edition/3D_Graphics_Rendering_Cookbook/Nys7EAAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Ray-Tracing-Gems-Generation-Real-Time-ebook/dp/B09BTTX46Z?tag=realtimerenderin"><img src="AmazonImages/RTG2_50.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.realtimerendering.com/raytracinggems/rtg2/index.html"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0> <a href="https://www.amazon.com/Ray-Tracing-Gems-Generation-Real-Time-ebook/dp/B09BTTX46Z?tag=realtimerenderin"><b>Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX</b></a>, edited by Adam Marrs, Peter Shirley, and Ingo Wald, Apress, August 4, 2021 (<a href="https://www.realtimerendering.com/raytracinggems/">Book's website</a>, <a href="https://link.springer.com/book/10.1007/978-1-4842-7185-8">publisher's page</a>), <a href="https://www.realtimerendering.com/raytracinggems/"><b><i>download for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Biography-Pixel-Leonardo-Alvy-Smith/dp/0262542455?tag=realtimerenderin"><img src="AmazonImages/31TjkmLWUML._SL500_._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/Biography-Pixel-Leonardo-Alvy-Smith/dp/0262542455?tag=realtimerenderin"><b>A Biography of the Pixel</b></a>, by Alvy Ray Smith, MIT Press, August 3, 2021 (<a href="https://mitpress.mit.edu/9780262542456/">Publisher's page</a>, <a href="https://books.google.com/books?id=Mus2EAAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Image-Objects-Archaeology-Computer-Graphics/dp/0262045036?tag=realtimerenderin"><img src="AmazonImages/41gvtdCItLS._SL500_._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/Image-Objects-Archaeology-Computer-Graphics/dp/0262045036"><b>Image Objects: An Archaeology of Computer Graphics</b></a>, by Jacob Gaboury, MIT Press, August 3, 2021 (<a href="https://mitpress.mit.edu/9780262045032/">Publisher's page</a>, <a href="https://books.google.com/books?id=juQ2EAAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Developing-Graphics-Frameworks-Python-OpenGL/dp/0367721805?tag=realtimerenderin"><img src="AmazonImages/41SENTi6QzS._SL500_._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.taylorfrancis.com/books/oa-mono/10.1201/9781003181378/developing-graphics-frameworks-python-opengl-lee-stemkoski-michael-pascale"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/Developing-Graphics-Frameworks-Python-OpenGL/dp/0367721805?tag=realtimerenderin"><b>Developing Graphics Frameworks with Python and OpenGL</b></a>, by Lee Stemkoski and Michael Pascale, CRC Press, July 7, 2021 (<a href="https://www.routledge.com/Developing-Graphics-Frameworks-with-Python-and-OpenGL/Stemkoski-Pascale/p/book/9780367721800">Publisher's website</a>, <a href="https://www.google.com/books/edition/Developing_Graphics_Frameworks_with_Pyth/qFstEAAAQBAJ?hl=en&gbpv=1&dq=Developing+Graphics+Frameworks+with+Python+and+OpenGL&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Graphics-Scratch-Gabriel-Gambetta/dp/1718500769?tag=realtimerenderin"><img src="AmazonImages/CGFS_50.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://gabrielgambetta.com/computer-graphics-from-scratch/index.html"><img src="read_for_free_sm.png" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Graphics-Scratch-Gabriel-Gambetta/dp/1718500769?tag=realtimerenderin">Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering</a></b>, by Gabriel Gambetta, No Starch Press, May 18, 2021 (<a href="https://nostarch.com/computer-graphics-scratch">publisher's page</a> includes <a href="https://nostarch.com/download/samples/ComputerGraphics_sample_ch3.pdf">download of chapter 3</a>, <a href="https://www.google.com/books/edition/Computer_Graphics_from_Scratch/t0UqEAAAQBAJ?hl=en&gbpv=1&dq=Computer+Graphics+from+Scratch:+A+Programmer%27s+Introduction+to+3D+Rendering&printsec=frontcover">Google Books sample</a>), <a href="https://gabrielgambetta.com/computer-graphics-from-scratch/index.html">read for free</a>.
</td></tr>
<tr><td>
<a href="https://graphicscodex.com/app/app.html"><img src="AmazonImages/GraphicsCodexThumb50.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://graphicscodex.com/app/app.html"><img src="read_for_free_sm.png" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://graphicscodex.com/app/app.html?">The Graphics Codex</a></b>, by Morgan McGuire, 2011-2024: <a href="https://graphicscodex.com/">main site</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Math-Programmers-Paul-Orland/dp/1617295353?tag=realtimerenderin"><img src="AmazonImages/book_1617295353.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Math-Programmers-Paul-Orland/dp/1617295353?tag=realtimerenderin?tag=realtimerenderin">Math for Programmers: 3D graphics, machine learning, and simulations with Python</a></b>, by Paul Orland, Manning Publications, January 2021 (<a href="https://www.manning.com/books/math-for-programmers">more information</a>, including source code and errata; <a href="https://www.google.com/books/edition/Math_for_Programmers/6AkPEAAAQBAJ?hl=en&gbpv=1&dq=Geometry+for+Programmers&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Game-Physics-Weekend-Gregory-Hodges-ebook/dp/B08RXT38YN?tag=realtimerenderin"><img src="AmazonImages/gpiow.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Game-Physics-Weekend-Gregory-Hodges-ebook/dp/B08RXT38YN?tag=realtimerenderin?tag=realtimerenderin">Game Physics In One Weekend, by Gregory Hodges, January 2021 (<a href="https://gamephysicsweekend.github.io/">author's site</a>, <a href="https://github.com/gamephysicsweekend/VulkanRenderer">related code</a>, <a href="https://www.amazon.com/dp/B08RXZ4FPR?binding=kindle_edition&ref=dbs_dp_rwt_sb_pc_tkin">book series</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Learn-OpenGL-programming-step-step/dp/9090332561?tag=realtimerenderin">
<img src="AmazonImages/41QUlNx80IL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://learnopengl.com/book/book_pdf.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Learn-OpenGL-programming-step-step/dp/9090332561?tag=realtimerenderin">Learn OpenGL - Graphics Programming: Learn modern OpenGL graphics programming in a step-by-step fashion</a></b>, by Joey de Vries, Kendall & Welling, June 2020 (<a href="https://learnopengl.com/">Book's website, with <a href="https://learnopengl.com/book/book_pdf.pdf">free downloadable version</a>; also, the beginnings of a new book, <a href="https://learnvulkan.com/">Learn Vulkan</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Robust-Error-Free-Geometric-Computing-Eberly/dp/036735294X?tag=realtimerenderin"><img src="AmazonImages/41xlKp1J92L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Robust-Error-Free-Geometric-Computing-Eberly/dp/036735294X?tag=realtimerenderin">Robust and Error-Free Geometric Computing</a></b>, by Dave Eberly, May 2020 (<a href="https://www.routledge.com/Robust-and-Error-Free-Geometric-Computing/Eberly/p/book/9780367352943">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/0985811749/?tag=realtimerenderin">
<img src="AmazonImages/FoGED2.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/0985811757?tag=realtimerenderin">Foundations of Game Engine Development, Volume 2: Rendering</a></b>, by Eric Lengyel, July 2019 (<a href="https://foundationsofgameenginedev.com/">more information</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/VR-Developer-Gems-William-Sherman/dp/1138030120?tag=realtimerenderin"><img src="AmazonImages/vr_developer_gems_thumb.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/VR-Developer-Gems-William-Sherman/dp/1138030120?tag=realtimerenderin">VR Developer Gems</a></b>, by William R. Sherman, June 2019 (<a href="https://www.routledge.com/VR-Developer-Gems/Sherman/p/book/9781138030121">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/179758314X?tag=realtimerenderin">
<img src="AmazonImages/51wlNem+I4L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/179758314X?tag=realtimerenderin">GPU Zen 2</a></b>, edited by Wolfgang Engel, Black Cat Publishing, April 2019 (<a href="https://gpuzen.blogspot.com/">book's website</a>, <a href="https://github.com/wolfgangfengel/GPUZen2">source code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques/dp/179758314X?tag=realtimerenderin">
<img src="AmazonImages/41c3UyVBfeL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Ray-Tracer-Challenge-Test-Driven-Renderer/dp/1680502719?tag=realtimerenderin">The Ray Tracer Challenge: A Test-Driven Guide to Your First 3D Renderer</a></b>, Jamis Buck, Pragmatic Bookshelf, March 2019 (<a href="https://pragprog.com/titles/jbtracer/the-ray-tracer-challenge/">Publisher's page</a>, <a href="https://www.youtube.com/watch?v=MFjmpjPwFEM">video advertisement</a>).
</td></tr>
<tr><td>
<a href="https://www.realtimerendering.com/raytracinggems/"><img src="AmazonImages/RTG_50.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.realtimerendering.com/raytracinggems/"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://link.springer.com/book/10.1007/978-1-4842-4427-2"><b>Ray Tracing Gems</b></a>, edited by Eric Haines and Tomas Akenine-Möller, Apress, March 2019 (<a href="https://www.realtimerendering.com/raytracinggems/">Book's website</a>, <a href="https://link.springer.com/book/10.1007/978-1-4842-4427-2">publisher's page</a>, <a href="https://www.amazon.com/Ray-Tracing-Gems-High-Quality-Real-Time/dp/1484244265?tag=realtimerenderin">Amazon</a>), <a href="https://www.realtimerendering.com/raytracinggems/"><b><i>download for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Real-Time-Graphics-WebGL-interactive-applications-ebook/dp/B07GVNQLH5?tag=realtimerenderin">
<img src="AmazonImages/RealTime3DGraphicsWithWebGL2.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Real-Time-Graphics-WebGL-interactive-applications-ebook/dp/B07GVNQLH5?tag=realtimerenderin">Real-Time 3D Graphics with WebGL 2, Second Edition</a></b>, by Farhad Ghayour and Diego Cantor, Packt Publishing, October 2018 (<a href="https://www.packtpub.com/en-us/product/real-time-3d-graphics-with-webgl-2-9781788629690">Table of Contents</a>, <a href="https://www.google.com/books/edition/Real_Time_3D_Graphics_with_WebGL_2/Qel1DwAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/B07HXYJ9VT?tag=realtimerenderin">
<img src="AmazonImages/418z2v-8xPL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/B07HXYJ9VT?tag=realtimerenderin">OpenGL 4 Shading Language Cookbook - Third Edition</a></b>, by David Wolff, Packt Publishing, September 2018 (<a href="https://www.packtpub.com/en-us/product/opengl-4-shading-language-cookbook-9781789342253">Table of Contents and sample chapter</a>, <a href="https://www.google.com/books/edition/OpenGL_4_0_Shading_Language_Cookbook/Zd2fwnMDvP0C?hl=en&gbpv=1&printsec=frontcover">Google Books sample from 2nd edition</a>, <a href="https://github.com/PacktPublishing/OpenGL-4-Shading-Language-Cookbook-Third-Edition">Githubbed code</a>, <a href="https://www.gamasutra.com/blogs/AbhishekDey/20111115/8899/Book_Review_OpenGL_40_Shading_Language_Cookbook.php">Gamasutra review of First Edition</a>). This one's been recommended to me, has a reasonable Gamasutra review, is in its second edition, and has good ratings. Giving it a skim, it looked worthwhile.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1138035459?tag=realtimerenderin"><img src="AmazonImages/41aTAgsh8YL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1138035459?tag=realtimerenderin">Game Engine Architecture, Third Edition</a></b>, by Jason Gregory, AK Peters/CRC Press, August 2018 (<a href="https://www.gameenginebook.com/">Book's extensive website</a>, <a href="https://books.google.com/books?id=1g1mDwAAQBAJ&printsec=frontcover">Google Books sample</a>, <a href="https://www.routledge.com/Game-Engine-Architecture-Third-Edition/Gregory/p/book/9781138035454">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/0815365500?tag=realtimerenderin">
<img src="AmazonImages/41-HKl4GuZL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/gp/product/0815382472?tag=realtimerenderin">
<img src="AmazonImages/41VKxlH6yaL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/gp/product/1138568244?tag=realtimerenderin">
<img src="AmazonImages/41amRpqshhL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/gp/product/1138484393?tag=realtimerenderin">
<img src="AmazonImages/41Ob1vedTWL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.amazon.com/gp/product/0815352816?tag=realtimerenderin">
<img src="AmazonImages/417GljOzERL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/0815365500?tag=realtimerenderin">GPU Pro 360</a></b> series, edited by Wolfgang Engel, CRC Press, July 2018 through January 2019. Articles from GPU Pro<sup>1-7</sup>, grouped by area of interest. Set includes <b>Guides to <a href="https://www.amazon.com/GPU-Pro-360-Guide-Rendering/dp/0815365500?tag=realtimerenderin">Rendering</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-Rendering/Engel/p/book/9780815365501">Table of Contents</a>, though it may be wrong),
<b><a href="https://www.amazon.com/gp/product/0815382472?tag=realtimerenderin">Shadows</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-Shadows/Engel/p/book/9780815382478">Table of Contents</a>),
<b><a href="https://www.amazon.com/gp/product/1138568244?tag=realtimerenderin">Geometry Manipulation</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-Geometry-Manipulation/Engel/p/book/9781138568242">Table of Contents</a>),
<b><a href="https://www.amazon.com/gp/product/1138484393?tag=realtimerenderin">GPGPU</a></b> (<a href="https://www.routledge.com/GPU-PRO-360-Guide-to-GPGPU/Engel/p/book/9781138484399">Table of Contents</a>),
<b><a href="https://www.amazon.com/gp/product/0815352816?tag=realtimerenderin">Mobile Devices</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-Mobile-Devices/Engel/p/book/9780815352815">Table of Contents</a>),
<b><a href="https://www.amazon.com/gp/product/0815390750?tag=realtimerenderin">3D Engine Design</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-3D-Engine-Design/Engel/p/book/9780815390756">Table of Contents</a>),
<b><a href="https://www.amazon.com/gp/product/0815385528?tag=realtimerenderin">Lighting</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-Lighting/Engel/p/book/9780815385523">Table of Contents</a>),
and <b><a href="https://www.amazon.com/gp/product/1138484326?tag=realtimerenderin">Image Space</a></b> (<a href="https://www.routledge.com/GPU-Pro-360-Guide-to-Image-Space/Engel/p/book/9781138484320">Table of Contents</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003?tag=realtimerenderin"><img src="AmazonImages/51iw1UWKNhL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Akenine-M%C3%B6ller/dp/1138627003?tag=realtimerenderin">Real-Time Rendering, Fourth Edition</a></b>, by Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire, August 2018 (<a href="https://www.realtimerendering.com">book website</a> includes free chapters and appendices, <a href="https://books.google.com/books?id=0g1mDwAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Metal-Programming-Guide-Tutorial-Reference/dp/0134668944?tag=realtimerenderin"><img src="AmazonImages/41X0cKYEUnL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Metal-Programming-Guide-Tutorial-Reference/dp/0134668944?tag=realtimerenderin">Metal Programming Guide</a></b>, by Janie Clayton, Addison-Wesley Professional, Jan. 2018 (<a href="https://www.pearson.com/en-us/subject-catalog/p/metal-programming-guide-tutorial-and-reference-via-swift/P200000009435?view=educator">publisher's page</a>, <a href="https://books.google.com/books?id=A55BDwAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Introduction-Computer-Graphics-Vulkan-API/dp/1548616176?tag=realtimerenderin"><img src="AmazonImages/515VnOc1YxL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Introduction-Computer-Graphics-Vulkan-API/dp/1548616176?tag=realtimerenderin">Introduction to Computer Graphics and the Vulkan API</a></b>, by Kenwright, CreateSpace Independent Publishing Platform, July 2017 (<a href="https://xbdev.net/vulkan/graphics/draftsample.pdf">Draft sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1498706940?tag=realtimerenderin">
<img src="AmazonImages/51AVlkuECjL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1498706940?tag=realtimerenderin">Advanced High Dynamic Range Imaging, Second Edition</a></b>, by Francesco Banterle, Alessandro Artusi, Kurt Debattista, and Alan Chalmers, AK Peters/CRC Press, July 2017 (<a href="https://www.routledge.com/Advanced-High-Dynamic-Range-Imaging/Banterle-Artusi-Debattista-Chalmers/p/book/9781498706940">publisher's page</a>, <a href="https://books.google.com/books?id=6JguDwAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/B071JKN1XH?tag=realtimerenderin">
<img src="AmazonImages/WebGLGems.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/B071JKN1XH?tag=realtimerenderin">WebGL Gems</a></b>, by Greg Sidelnikov, Learning Curve, June 2017.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques-ebook/dp/B0711SD1DW?tag=realtimerenderin"><img src="AmazonImages/gpu_zen.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Zen-Advanced-Rendering-Techniques-ebook/dp/B0711SD1DW?tag=realtimerenderin">GPU Zen</a></b>, edited by Wolfgang Engel, Black Cat Publishing, May 2017 (<a href="https://github.com/wolfgangfengel/GPUZen">Source code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Vulkan-Cookbook-Pawel-Lapinski/dp/1786468158?tag=realtimerenderin"><img src="AmazonImages/41PcwZ6tG2L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Vulkan-Cookbook-Pawel-Lapinski/dp/1786468158?tag=realtimerenderin">Vulkan Cookbook</a></b>, by Pawel Lapinski, Packt Publishing, April 2017 (<a href="https://www.packtpub.com/en-us/product/vulkan-cookbook-9781786468154">publisher's page</a>, <a href="https://github.com/PacktPublishing/Vulkan-Cookbook">source code</a>, <a href="https://books.google.com/books?id=F0IwDwAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669?tag=realtimerenderin"><img src="AmazonImages/41%2BPApRYHRL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669?tag=realtimerenderin">Game Physics Cookbook</a></b>, by Gabor Szauer, Packt Publishing, March 2017 (<a href="https://github.com/gszauer/GamePhysicsCookbook">Github code</a>, <a href="https://books.google.com/books?id=frkrDwAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Learning-Vulkan-Parminder-Singh/dp/1786469804?tag=realtimerenderin"><img src="AmazonImages/41-dAcX+WVL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Learning-Vulkan-Parminder-Singh/dp/1786469804?tag=realtimerenderin">Learning Vulkan</a></b>, by Parminder Singh, Packt Publishing, January 2017 (<a href="https://www.packtpub.com/en-us/product/learning-vulkan-9781786469809">publisher's page</a>, <a href="https://books.google.com/books?id=eczcDgAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://immersivemath.com/ila/index.html">
<img src="AmazonImages/ila_50.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://immersivemath.com/ila/index.html"><img src="read_for_free_sm.png" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://immersivemath.com/ila/index.html">Immersive Linear Algebra</a></b>,
by J. Ström, K. Åström, and T. Akenine-Möller, 2015-2019.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Programming-Massively-Parallel-Processors-Hands/dp/0128119861?tag=realtimerenderin"><img src="AmazonImages/51eBOpA9WiL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Programming-Massively-Parallel-Processors-Hands/dp/0128119861?tag=realtimerenderin">Programming Massively Parallel Processors, Third Edition: A Hands-on Approach</a></b>, by David B. Kirk and Wen-mei W. Hwu, December 2016 (<a href="https://books.google.com/books?id=wcS_DAAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Handbook-Digital-Image-Synthesis-Foundations/dp/1498774245?tag=realtimerenderin"><img src="AmazonImages/51ZqhB2CpDL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Handbook-Digital-Image-Synthesis-Foundations/dp/1498774245?tag=realtimerenderin">Handbook of Digital Image Synthesis: Scientific Foundations of Rendering</a></b>, by Vincent Pegoraro, AK Peters/CRC Press, December 2016 (<a href="https://books.google.com/books?id=GlOzDQAAQBAJ&printsec=frontcover">Google Books sample</a>, <a href="https://web.archive.org/web/20200407080906/http://www.cs.utah.edu/~vpegorar/research/2016_HODIS/index.shtml">author's site (archived)</a>, <a href="https://www.routledge.com/Handbook-of-Digital-Image-Synthesis-Scientific-Foundations-of-Rendering/Pegoraro/p/book/9781498774246">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540?tag=realtimerenderin">
<img src="AmazonImages/512RXQxuhcL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540?tag=realtimerenderin">Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL)</a></b>, by John M. Kessenich and Graham Sellers, Addison-Wesley Professional, November 2016 (<a href="https://gameenginegems.com/geg3.php">more information</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/0985811749/?tag=realtimerenderin">
<img src="AmazonImages/FoGED1.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/0985811749/?tag=realtimerenderin">Foundations of Game Engine Development, Volume 1: Mathematics</a></b>, by Eric Lengyel, September 2016 (<a href="https://foundationsofgameenginedev.com/">more information</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/B01MYFFU8G?tag=realtimerenderin">
<img src="AmazonImages/51K8sQbXkGL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/B01MYFFU8G?tag=realtimerenderin">Image Content Retargeting: Maintaining Color, Tone, and Spatial Consistency</a></b>,
by Alessandro Artusi, Francesco Banterle, Tunç Ozan Aydın, Daniele Panozzo, Olga Sorkine-Hornung, AK Peters/CRC Press, August 2016 (<a href="https://www.routledge.com/Image-Content-Retargeting-Maintaining-Color-Tone-and-Spatial-Consistency/Artusi-Banterle-Aydin-Panozzo-Sorkine-Hornung/p/book/9781482249910">publisher's page</a>, <a href="https://books.google.com/books?id=7pqKDQAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/0321883578?tag=realtimerenderin"><img src="AmazonImages/510DVJ7dIiL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/0321883578?tag=realtimerenderin">Augmented Reality: Principles and Practice</a></b>, by Dieter Schmalstieg and Tobias Höllerer, Addison-Wesley, June 2016 (<a href="https://arbook.icg.tugraz.at/Schmalstieg-2016-AW">chapter sample and index</a>, <a href="https://arbook.icg.tugraz.at/">author site</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/1498755658?tag=realtimerenderin">
<img src="AmazonImages/51kOKU9yDQL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/1498755658?tag=realtimerenderin">Game Engine Gems 3</a></b>, edited by Eric Lengyel, AK Peters/CRC Press, April 2016 (<a href="https://gameenginegems.com/geg3.php">more information</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/149874253X?tag=realtimerenderin"><img src="AmazonImages/51sWnma3MXL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/149874253X?tag=realtimerenderin">GPU Pro<sup>7</sup></a></b>, edited by Wolfgang Engel, CRC Press, March 2016 (<a href="https://www.routledge.com/GPU-Pro-7-Advanced-Rendering-Techniques/Engel/p/book/9781498742535">Book's website</a>, <a href="https://gpupro.blogspot.com/">blog</a>, <a href="https://books.google.com/books?id=rA7YCwAAQBAJ&printsec=frontcover">Google Books sample</a>, <a href="https://github.com/wolfgangfengel">source code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1942270062?tag=realtimerenderin">
<img src="AmazonImages/51p2cBhUDcL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1942270062?tag=realtimerenderin">Introduction to 3D Game Programming with DirectX 12</a></b>, by Frank Luna, March 2016 (<a href="https://www.d3dcoder.net/d3d12.htm">supplemental files</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Ray-Tracing-Weekend-Minibooks-Book-ebook/dp/B01B5AODD8?tag=realtimerenderin"><img src="AmazonImages/414m4ETx0AL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="14" align=left border=0>
<a href="https://www.realtimerendering.com/raytracing/Ray%20Tracing%20in%20a%20Weekend.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Ray-Tracing-Weekend-Minibooks-Book-ebook/dp/B01B5AODD8?tag=realtimerenderin">Ray Tracing in One Weekend</a></b>, by Peter Shirley, January 2016 (<a href="https://github.com/raytracing/InOneWeekend/releases/">Code</a>, <a href="https://in1weekend.blogspot.com/2016/01/ray-tracing-in-one-weekend.html">blog</a>), <a href="https://www.realtimerendering.com/raytracing/Ray%20Tracing%20in%20a%20Weekend.pdf"><b><i>download for free</i></b></a>, <a href="https://raytracing.github.io/books/RayTracingInOneWeekend.html"><b><i>read (corrected version) for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Ray-Tracing-Next-Week-Minibooks-ebook/dp/B01CO7PQ8C?tag=realtimerenderin"><img src="AmazonImages/41T83nzgx6L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="14" align=left border=0>
<a href="https://www.realtimerendering.com/raytracing/Ray%20Tracing_%20The%20Next%20Week.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Ray-Tracing-Next-Week-Minibooks-ebook/dp/B01CO7PQ8C?tag=realtimerenderin">Ray Tracing: the Next Week</a></b>, by Peter Shirley, March 2016 (<a href="https://github.com/raytracing/TheNextWeek/releases/">Code</a>, <a href="https://in1weekend.blogspot.com/2016/01/ray-tracing-second-weekend.html">blog</a>), <a href="https://www.realtimerendering.com/raytracing/Ray%20Tracing_%20The%20Next%20Week.pdf"><b><i>download for free</i></b></a>, <a href="https://raytracing.github.io/books/RayTracingTheNextWeek.html"><b><i>read (corrected version) for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Ray-Tracing-Next-Week-Minibooks-ebook/dp/B01CO7PQ8C?tag=realtimerenderin"><img src="AmazonImages/41a5yvVUxrL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="14" align=left border=0>
<a href="https://www.realtimerendering.com/raytracing/Ray%20Tracing_%20the%20Rest%20of%20Your%20Life.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Ray-Tracing-Rest-Your-Minibooks-ebook/dp/B01DN58P8C?tag=realtimerenderin">Ray Tracing: The Rest Of Your Life</a></b>, by Peter Shirley, March 2016 (<a href="https://github.com/RayTracing/TheRestOfYourLife/releases">Code</a>, <a href="https://in1weekend.blogspot.com/2016/03/ray-tracing-rest-of-your-life.html">blog</a>), <a href="https://www.realtimerendering.com/raytracing/Ray%20Tracing_%20the%20Rest%20of%20Your%20Life.pdf"><b><i>download for free</i></b></a>, <a href="https://raytracing.github.io/books/RayTracingTheRestOfYourLife.html"><b><i>read (corrected version) for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/exec/obidos/ASIN/1482250926?tag=realtimerenderin"><img src="AmazonImages/51Hd5C34gtL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/exec/obidos/ASIN/1482250926?tag=realtimerenderin">Essential Mathematics for Games and Interactive Applications, Third Edition</a></b>, by James M. Van Verth and Lars M. Bishop, AK Peters/CRC Press, August 2015 (<a href="https://www.essentialmath.com/book.htm">Book's website</a>, <a href="https://books.google.com/books?id=_9OOCgAAQBAJ&pg=PA1">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617?tag=realtimerenderin"><img src="AmazonImages/51TUe9Hi0LL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482264617?tag=realtimerenderin">GPU Pro<sup>6</sup></a></b>, edited by Wolfgang Engel, CRC Press, July 2015 (<a href="https://www.routledge.com/GPU-Pro-6-Advanced-Rendering-Techniques/Engel/p/book/9781482264616">Book's website</a>, <a href="https://gpupro.blogspot.com/">blog</a>, <a href="https://books.google.com/books?id=30ZOCgAAQBAJ&printsec=frontcover">Google Books sample</a>, <a href="https://github.com/wolfgangfengel">source code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/WebGL-Insights-Patrick-Cozzi/dp/1498716075?tag=realtimerenderin"><img src="AmazonImages/51FPoi7JfuL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="14" align=left border=0>
<a href="https://github.com/WebGLInsights/WebGLInsights.github.io/releases/download/v1.0/WebGL.Insights.-.Patrick.Cozzi.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/WebGL-Insights-Patrick-Cozzi/dp/1498716075?tag=realtimerenderin">WebGL Insights</a></b>, edited by Patrick Cozzi, CRC Press, July 2015 (<a href="https://webglinsights.blogspot.com/">blog</a>), <a href="https://github.com/WebGLInsights/WebGLInsights.github.io/releases/download/v1.0/WebGL.Insights.-.Patrick.Cozzi.pdf"><b><i>download for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/OpenGL-Superbible-Comprehensive-Tutorial-Reference/dp/0672337479?tag=realtimerenderin">
<img src="AmazonImages/51Rev-eVu2L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/OpenGL-Superbible-Comprehensive-Tutorial-Reference/dp/0672337479?tag=realtimerenderin">OpenGL
SuperBible: Comprehensive Tutorial and Reference, Seventh Edition</a></b>, by Graham Sellers, Richard S. Wright Jr., Nicholas Haemel, Addison-Wesley, July 2015 (<a href="https://www.openglsuperbible.com/">source code and blog</a>, <a href="https://www.google.com/books/edition/OpenGL_Superbible/Nwo0CgAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Learning-Three-js-JavaScript-Library-Second/dp/1784392219?tag=realtimerenderin">
<img src="AmazonImages/51GCWHDGk7L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Learning-Three-js-JavaScript-Library-Second/dp/1784392219?tag=realtimerenderin">Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition</a></b>, by Jos Dirksen, Packt Publishing, March 2015 (<a href="https://www.packtpub.com/en-us/product/learning-threejs-the-javascript-3d-library-for-webgl-9781784392215">Table of Contents and samples</a>, <a href="https://www.smartjava.org/content/all-109-examples-my-book-threejs-threejs-version-r63/">runnable code</a>, <a href="https://github.com/josdirksen/learning-threejs">Github</a>, <a href="https://books.google.com/books?id=Xja9BwAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1783981180?tag=realtimerenderin"><img src="AmazonImages/41YcYhTRtfL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1783981180?tag=realtimerenderin">Three.js Cookbook</a></b>, by Jos Dirksen, Packt Publishing, January 2015 (<a href="https://www.packtpub.com/en-us/product/threejs-cookbook-9781783981182">Table of Contents and samples</a>, <a href="https://www.smartjava.org/content/all-80-recipes-threejs-cookbook-online/">runnable code</a>, <a href="https://github.com/josdirksen/threejs-cookbook">Github</a>, <a href="https://www.google.com/books/edition/Three_js_Cookbook/GvpzBgAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Introduction-Computer-Graphics-Practical-Geometric/dp/1439852790?tag=realtimerenderin"><img src="AmazonImages/5136cFDbJZL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Introduction-Computer-Graphics-Practical-Geometric/dp/1439852790?tag=realtimerenderin">Introduction to Computer Graphics: A Practical Learning Approach</a></b>, by Fabio Ganovelli, Massimiliano Corsini, Sumanta Pattanaik, and Marco Di Benedetto, AK Peters/CRC Press, October 2014 (<a href="https://books.google.com/books?id=yidZBAAAQBAJ&printsec=frontcover">Google Books sample</a>, <a href="https://web.archive.org/web/20220625010206/http://www.envymycarbook.com/">authors' website</a>, <a href="https://www.routledge.com/Introduction-to-Computer-Graphics-A-Practical-Learning-Approach/Ganovelli-Corsini-Pattanaik-DiBenedetto/p/book/9781439852798">publisher's page</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPGPU-Programming-Games-Science-Eberly/dp/1466595353?tag=realtimerenderin"><img src="AmazonImages/51G%2B4J3NltL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPGPU-Programming-Games-Science-Eberly/dp/1466595353?tag=realtimerenderin">GPGPU Programming for Games and Science</a></b>, by David H. Eberly, AK Peters/CRC Press, August 2014 (<a href="https://geometrictools.com/">book's code website</a>, <a href="https://www.routledge.com/GPGPU-Programming-for-Games-and-Science/Eberly/p/book/9781466595354">publisher's page</a>, <a href="https://books.google.com/books?id=yphBBAAAQBAJ&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Vision-Metrics-Taxonomy-Analysis-ebook/dp/B00K6N4JS0?tag=realtimerenderin">
<img src="AmazonImages/51LqawQ2lJL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.realtimerendering.com/blog/free-new-computer-vision-book/"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Vision-Metrics-Taxonomy-Analysis-ebook/dp/B00K6N4JS0?tag=realtimerenderin">Computer Vision Metrics: Survey, Taxonomy, and Analysis</a></b>,
by Scott Krig, Apress, July 2014 (<a href="https://link.springer.com/book/10.1007/978-1-4302-5930-5">Table of Contents and <b><i>free download</i></b></a>; see <a href="https://www.realtimerendering.com/blog/free-new-computer-vision-book/">our blog</a> for options).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Multithreading-Visual-Effects-Martin-Watt/dp/1482243563?tag=realtimerenderin">
<img src="AmazonImages/51FSwwrBpiL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Multithreading-Visual-Effects-Martin-Watt/dp/1482243563?tag=realtimerenderin">Multithreading for Visual Effects</a></b>,
by Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, and James Reinders, CRC Press, July 2014 (<a href="https://www.multithreadingandvfx.org/">SIGGRAPH 2013 course notes and book site</a>, <a href="https://www.routledge.com/Multithreading-for-Visual-Effects/Watt-Coumans-ElKoura-Henderson-Kraemer-Lait-Reinders/p/book/9781482243567">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Three-js-Essentials-Jos-Dirksen/dp/1783980869?tag=realtimerenderin">
<img src="AmazonImages/51A3QOnv8VL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Three-js-Essentials-Jos-Dirksen/dp/1783980869?tag=realtimerenderin">Three.js Essentials</a></b>, by Jos Dirksen, Packt Publishing, July 2014 (<a href="https://github.com/josdirksen/essential-threejs">Github</a>, <a href="https://books.google.com/books?id=3mT4AwAAQBAJ&newbks=0&printsec=frontcover&hl=en&source=newbks_fb">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482208636?tag=realtimerenderin">
<img src="AmazonImages/51JZcQDYvSL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1482208636?tag=realtimerenderin">GPU Pro<sup>5</sup></a></b>, edited by Wolfgang Engel et alia, AK Peters/CRC Press, June 2014 (<a href="https://www.routledge.com/GPU-Pro-5-Advanced-Rendering-Techniques/Engel/p/book/9781482208634">Table of Contents and source code</a>, <a href="https://gpupro.blogspot.com/">some extended abstracts</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/B00LAMQYF2/?tag=realtimerenderin"><img src="AmazonImages/antons_opengl4.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/B00LAMQYF2/?tag=realtimerenderin">Anton's OpenGL 4 Tutorials</a></b>, by Anton Gerdelan, June 2014 (<a href="https://antongerdelan.net/opengl/book_info.html">book website</a>, <a href="https://antongerdelan.net/opengl/">free tutorials</a>, <a href="https://github.com/capnramses/antons_opengl_tutorials_book">source code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Real-Time-Rendering-DirectX-HLSL-Programming/dp/0321962729?tag=realtimerenderin">
<img src="AmazonImages/51j8EklXAZL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Real-Time-Rendering-DirectX-HLSL-Programming/dp/0321962729?tag=realtimerenderin">Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming</a></b>, by Paul Varcholik, Addison-Wesley, May 2014. (<a href="https://www.informit.com/store/real-time-3d-rendering-with-directx-and-hlsl-a-practical-9780321962720">online Table of Contents and sample chapter</a>, <a href="https://ptgmedia.pearsoncmg.com/images/9780321962720/samplepages/0321962729.pdf">PDF version of same</a>, <a href="https://web.archive.org/web/20210426134237/http://www.varcholik.org/wpress/">forum and errata</a> (archived), dependency on <a href="https://bitbucket.org/pvarcholik/real-time-3d-rendering-with-directx-and-hlsl/src/master/">FX Composer and Visual Studio</a>, <a href="https://www.google.com/books/edition/Real_Time_3D_Rendering_with_DirectX_and/GY-AAwAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Interactive-Computer-Graphics-WebGL-Edition/dp/0133574849?tag=realtimerenderin"><img src="AmazonImages/51oD%2BbLq1mL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Interactive-Computer-Graphics-WebGL-Edition/dp/0133574849?tag=realtimerenderin">Interactive Computer Graphics with WebGL (Seventh Edition)</a></b>, by Edward Angel and Dave Shreiner, Addison-Wesley, March 2014 (<a href="https://www.pearson.com/en-us/subject-catalog/p/interactive-computer-graphics-a-top-down-approach-with-webgl/P200000003538/9780133574845">more information</a>, <a href="https://www.cs.unm.edu/~angel/BOOK/INTERACTIVE_COMPUTER_GRAPHICS/SEVENTH_EDITION/">figures and source code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/OpenGL-3-0-Programming-Guide-2nd/dp/0321933885?tag=realtimerenderin">
<img src="AmazonImages/51A16pJeSFL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/OpenGL-3-0-Programming-Guide-2nd/dp/0321933885?tag=realtimerenderin">OpenGL ES 3.0 Programming Guide, 2nd Edition</a></b>, by Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi, Addison-Wesley, March 2014 (<a href="https://opengles-book.com/">book website</a>, <a href="https://www.google.com/books/edition/OpenGL_ES_3_0_Programming_Guide/7qT0AgAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Direct3D-Rendering-Cookbook-Justin-Stenning/dp/1849697108?tag=realtimerenderin">
<img src="AmazonImages/41WwY62EbjL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Direct3D-Rendering-Cookbook-Justin-Stenning/dp/1849697108?tag=realtimerenderin">Direct3D Rendering Cookbook</a></b>, by Justin Stenning, Packt Publishing, January 2014. (<a href="https://www.packtpub.com/en-us/product/direct3d-rendering-cookbook-9781849697101">online Table of Contents and sample chapter</a>, <a href="https://www.google.com/books/edition/Direct3D_Rendering_Cookbook/FDShAgAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Practical-Algorithms-Computer-Graphics-Edition/dp/1466582529?tag=realtimerenderin"><img src="AmazonImages/51C8atIuYKL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Practical-Algorithms-Computer-Graphics-Edition/dp/1466582529?tag=realtimerenderin">Practical Algorithms for 3D Computer Graphics, Second Edition</a></b>, by R. Stuart Ferguson, AK Peters/CRC Press, December 2013, <a href="https://www.routledge.com/Practical-Algorithms-for-3D-Computer-Graphics/Ferguson/p/book/9781466582521">Google Books sample</a>, related <a href="http://openfx.org/index.html">OpenFX site</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Graphics-Programmable-Geometric-Animation/dp/1439867305?tag=realtimerenderin"><img src="AmazonImages/51qni3lQFEL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Graphics-Programmable-Geometric-Animation/dp/1439867305?tag=realtimerenderin">Computer Graphics: From Pixels to Programmable Graphics Hardware</a></b>, by Alexey Boreskov and Evgeniy Shikin, Chapman and Hall/CRC Press, October 2013 (<a href="https://www.routledge.com/Computer-Graphics-From-Pixels-to-Programmable-Graphics-Hardware/Boreskov-Shikin/p/book/9781439867303">Google Preview, Table of Contents, and code</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/History-Visual-Magic-Computers-Beautiful/dp/1447149319?tag=realtimerenderin"><img src="AmazonImages/41hhbPSZU8L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/History-Visual-Magic-Computers-Beautiful/dp/1447149319?tag=realtimerenderin">The History of Visual Magic in Computers: How Beautiful Images are Made in CAD, 3D, VR and AR</a></b>, by Jon Peddie, Springer, October 2013 (<a href="https://www.google.com/books/edition/The_History_of_Visual_Magic_in_Computers/6a8_AAAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>, <a href="https://link.springer.com/book/10.1007/978-1-4471-4932-3">Table of Contents</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Learn-OpenGL-ES-Graphics-Development/dp/1430250534?tag=realtimerenderin">
<img src="AmazonImages/41%2Blo42XekL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Learn-OpenGL-ES-Graphics-Development/dp/1430250534?tag=realtimerenderin">Learn OpenGL ES For Mobile Game and Graphics Development</a></b>, by Prateek Mehta, Apress, August 2013 (<a href="https://link.springer.com/book/10.1007/978-1-4302-5054-8">Book's website, with code</a>, <a href="https://www.google.com/books/edition/Learn_OpenGL_ES/iaC9AAAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Graphics-Principles-Practice-3rd/dp/0321399528?tag=realtimerenderin">
<img src="AmazonImages/51vE73W%2B5mL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Graphics-Principles-Practice-3rd/dp/0321399528?tag=realtimerenderin">Computer Graphics: Principles and Practice, 3rd Edition</a></b>, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley, Addison-Wesley, July 2013 (<a href="https://cgpp.net/about.xml">Book's website, with samples and code</a>, <a href="https://ptgmedia.pearsoncmg.com/images/9780321399526/samplepages/0321399528.pdf">downloadable sample</a>, <a href="https://www.google.com/books/edition/Computer_Graphics/OVpsAQAAQBAJ?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/OpenGL-Android-Quick-Start-Pragmatic-Programmers/dp/1937785343?tag=realtimerenderin">
<img src="AmazonImages/51qrA3M8HuL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/OpenGL-Android-Quick-Start-Pragmatic-Programmers/dp/1937785343?tag=realtimerenderin">OpenGL ES 2 for Android: A Quick-Start Guide</a></b>, by
Kevin Brothaler, Pragmatic Programmers, July 2013 (<a href="https://pragprog.com/titles/kbogla/opengl-es-2-for-android/">Table of Contents and samples</a>, <a href="https://www.learnopengles.com/tag/opengl-es-2-for-android-a-quick-start-guide/">blog</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/WebGL-Programming-Guide-Interactive-Graphics/dp/0321902920?tag=realtimerenderin">
<img src="AmazonImages/51UnpFD3duL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/WebGL-Programming-Guide-Interactive-Graphics/dp/0321902920?tag=realtimerenderin">WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL</a></b>, by Kouichi Matsuda, Rodger Lea, Addison-Wesley, July 2013 (<a href="https://sites.google.com/site/webglbook/">Book's website</a>, <a href="http://ptgmedia.pearsoncmg.com/images/9780321902924/samplepages/0321902920.pdf">PDF of Table of Contents and sample</a>, <a href="https://www.google.com/books/edition/WebGL_Programming_Guide/3c-jmWkLNwUC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/CUDA-Handbook-Comprehensive-Guide-Programming/dp/0321809467?tag=realtimerenderin">
<img src="AmazonImages/51sETjdF%2BvL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/CUDA-Handbook-Comprehensive-Guide-Programming/dp/0321809467?tag=realtimerenderin">The CUDA Handbook: A Comprehensive Guide to GPU Programming</a></b>, by Nicholas Wilt, Addison-Wesley, June 2013 (<a href="https://www.cudahandbook.com/">Book's website</a>, <a href=
"https://github.com/ArchaeaSoftware/cudahandbook">Github code</a>, <a href="https://www.google.com/books/edition/CUDA_Handbook/ynydqKP225EC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/OpenGL-Development-Cookbook-Muhammad-Movania/dp/1849695040?tag=realtimerenderin">
<img src="AmazonImages/516WS6LYoJL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/OpenGL-Development-Cookbook-Muhammad-Movania/dp/1849695040?tag=realtimerenderin">OpenGL Development Cookbook</a></b>, by Muhammad Mobeen Movania, Packt Publishing, June 2013 (<a href="https://www.packtpub.com/en-us/product/opengl-development-cookbook-9781849695046">free publisher sample</a>, <a href="https://www.google.com/books/edition/OpenGL_Development_Cookbook/BLQdaTmbd-QC?hl=en&gbpv=1&dq=OpenGL+Development+Cookbook&pg=PT12&printsec=frontcover">Google Books sample</a>, <a href="https://github.com/bagobor/opengl33_dev_cookbook_2013">code repository</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">
<img src="AmazonImages/514kGRqsEgL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1466567430?tag=realtimerenderin">GPU Pro<sup>4</sup></a></b>, edited by Wolfgang Engel et alia, AK Peters/CRC Press, April 2013 (<a href="https://www.routledge.com/GPU-Pro-4-Advanced-Rendering-Techniques/Engel/p/book/9781466567436">Table of Contents and source code</a>, <a href="https://gpupro.blogspot.com/">some abstracts</a> - scroll down, <a href="https://www.google.com/books/edition/GPU_Pro_4/TUuhiPLNmbAC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321773039?tag=realtimerenderin"><img src="AmazonImages/51TuOaaTjpL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321773039?tag=realtimerenderin">OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 4.3, Eighth Edition</a></b>, by Dave Shreiner, Bill Licea-Kane, and Graham Sellers, Addison-Wesley, March 2013.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/HDRI-Handbook-2-0-Dynamic-Photographers/dp/1937538168?tag=realtimerenderin"><img src="AmazonImages/51nZzqYn8GL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/HDRI-Handbook-2-0-Dynamic-Photographers/dp/1937538168?tag=realtimerenderin">The HDRI Handbook 2.0: High Dynamic Range Imaging for Photographers and CG Artists</a></b>, by Christian Bloch, Rocky Nook, January 2013 (<a href="https://web.archive.org/web/20200214210159/http://www.hdrlabs.com/book/">Table of Contents and sample</a>).
</td></tr>
<tr><td>
<a href="https://web.archive.org/web/20150225192611/http://www.arcsynthesis.org/gltut/index.html"><img src="AmazonImages/NoCover50.jpg" alt="cover" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="14" align=left border=0>
<a href="https://www.cse.chalmers.se/edu/year/2018/course/TDA361/LearningModern3DGraphicsProgramming.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://web.archive.org/web/20150225192611/http://www.arcsynthesis.org/gltut/index.html">Learning Modern 3D Graphics Programming</a></b>, by Jason L. McKesson, 2012. <a href="https://www.cse.chalmers.se/edu/year/2018/course/TDA361/LearningModern3DGraphicsProgramming.pdf"><b><i>download for free</i></b></a>
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228?tag=realtimerenderin">
<img src="AmazonImages/5144ipAT8YL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Introduction-3D-Game-Programming-DirectX/dp/1936420228?tag=realtimerenderin">Introduction to 3D Game Programming with DirectX 11</a></b>, by Frank Luna, February 2012 (<a href="https://www.d3dcoder.net/d3d11.htm">supplemental files</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1568817231?tag=realtimerenderin"><img src="AmazonImages/51DxuLGuJ6L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<a href="https://immersivemath.com/ila/index.html"><img src="read_for_free_sm.png" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1568817231?tag=realtimerenderin">3D Math Primer for Graphics and Game Development, 2nd Edition</a></b>, by Fletcher Dunn and Ian Parberry, AK Peters, November 2011, <a href="https://gamemath.com/"><b><i>read for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/0123859638?tag=realtimerenderin">
<img src="AmazonImages/51GfUvlUosL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/0123859638?tag=realtimerenderin">GPU Computing Gems: Jade Edition</a></b>, edited by Wen-mei W. Hwu, Morgan Kaufmann, August 2011 (<a href="https://www.google.com/books/edition/GPU_Computing_Gems_Jade_Edition/dNvantWW7HMC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Real-Time-Shadows-Michael-Wimmer/dp/1568814380?tag=realtimerenderin">
<img src="AmazonImages/51M4y3vSuJL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Real-Time-Shadows-Michael-Wimmer/dp/1568814380?tag=realtimerenderin">Real-Time Shadows</a></b>, by Michael Wimmer, Ulf Assarsson, Elmar Eisemann, and Michael Schwartz, AK Peters/CRC Press, July 2011 (<a href="https://www.routledge.com/Real-Time-Shadows/Eisemann-Schwarz-Assarsson-Wimmer/p/book/9780367659264">more information</a>, and <a href="https://www.cse.chalmers.se/~uffe/SIGGRAPH2012CourseNotes.pdf">course notes</a> and <a href="https://www.realtimeshadows.com/?q=node/15">later course notes</a> based on book). Based on their course notes <a href="https://resources.mpi-inf.mpg.de/ShadowCourse/">here</a> (and vastly expanded). (<a href="https://www.google.com/books/edition/Real_Time_Shadows/GzA-Hi0_680C?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1568817207?tag=realtimerenderin">
<img src="AmazonImages/516RcRwqLDL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1568817207?tag=realtimerenderin">Practical Rendering and Computation with Direct3D 11</a></b>, by Jason Zink, Matt Pettineo, and Jack Hoxley, AK Peters/CRC Press, July 2011 (<a href="https://www.routledge.com/Practical-Rendering-and-Computation-with-Direct3D-11/Zink-Pettineo-Hoxley/p/book/9781568817200">more information</a>, <a href="https://www.google.com/books/edition/Practical_Rendering_and_Computation_with/lV_mrpFoP1UC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1568817118?tag=realtimerenderin">
<img src="AmazonImages/517lJ9Y%2BWML._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1568817118?tag=realtimerenderin">3D Engine Design for Virtual Globes</a></b>, by Patrick Cozzi and Kevin Ring, AK Peters/CRC Press, June 2011 (<a href="https://virtualglobebook.com/">sample chapters</a> and <a href="https://sourceforge.net/projects/miniglobe/">related code</a>, <a href="https://www.google.com/books/edition/3D_Engine_Design_for_Virtual_Globes/x3ttSs_bd_4C?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
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<a href="https://www.amazon.com/gp/product/1435458869?tag=realtimerenderin">
<img src="AmazonImages/61RuiTKsluL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1435458869?tag=realtimerenderin">Mathematics for 3D Game Programming and Computer Graphics, Third Edition</a></b>, by Eric Lengyel, Course Technology PTR, June 2011 (<a href="https://www.mathfor3dgameprogramming.com/">more information</a>). <a href="https://books.google.com/books?id=cZ0LAAAAQBAJ&newbks=0&printsec=frontcover&hl=en&source=newbks_fb">Google Books sample</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Game-Development-Tools-Marwan-Ansari/dp/1568814321?tag=realtimerenderin">
<img src="AmazonImages/51EbpQM-V6L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Game-Development-Tools-Marwan-Ansari/dp/1568814321?tag=realtimerenderin">Game Development Tools</a></b>, edited by Marwan Ansari, AK Peters/CRC Press, May 2011 (<a href="https://www.google.com/books/edition/Game_Development_Tools/HKZuaUdmovsC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Beginning-DirectX-11-Game-Programming/dp/1435458958?tag=realtimerenderin"><img src="AmazonImages/41bJ06UjS6L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Beginning-DirectX-11-Game-Programming/dp/1435458958?tag=realtimerenderin">Beginning DirectX 11 Game Programming</a></b>, by Allan Sherrod and Wendy Jones, Course Technology PTR, May 2011 (<a href="https://web.archive.org/web/20170503143308/http://www.delmarlearning.com/companions/content/1435458958/source_code/index.asp?isbn=1435458958">code</a>, <a href="https://books.google.com/books?id=7ZkLAAAAQBAJ&newbks=0&printsec=frontcover&hl=en&source=newbks_fb">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185?tag=realtimerenderin">
<img src="AmazonImages/51kbqYWOFQL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Pro-2-Wolfgang-Engel/dp/1568817185?tag=realtimerenderin">GPU Pro<sup>2</sup></a></b>, edited by Wolfgang Engel, AK Peters, February 2011 (<a href="https://www.routledge.com/GPU-Pro-2/Engel/p/book/9781568817187">table of contents and source code</a>, <a href="https://gpupro2.blogspot.com/">more information</a>, <a href="https://www.google.com/books/edition/GPU_Pro_2/tixuGR3iDmUC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/1568814372?tag=realtimerenderin">
<img src="AmazonImages/51TD4cZWAAL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/1568814372?tag=realtimerenderin">Game Engine Gems 2</a></b>, edited by Eric Lengyel, AK Peters/CRC Press, February 2011 (<a href="https://www.gameenginegems.net/geg2.php">more information</a>, <a href="http://books.google.com/books?id=QbSf3XwfM7EC&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/1439827370?tag=realtimerenderin"><img src="AmazonImages/51BluKlg0OL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/1439827370?tag=realtimerenderin">3D Graphics for Game Programming</a></b>, by JungHyun Han, Chapman and Hall/CRC Press, February 2011 (<a href="https://www.routledge.com/3D-Graphics-for-Game-Programming/Han/p/book/9781439827376">Table of Contents and errata</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/dp/0123849888?tag=realtimerenderin">
<img src="AmazonImages/51jY+FkYsPL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/dp/0123849888?tag=realtimerenderin">GPU Computing Gems: Emerald Edition</a></b>, edited by Wen-mei W. Hwu, Morgan Kaufmann, February 2011 (<a href="https://www.google.com/books/edition/GPU_Computing_Gems_Emerald_Edition/lGMzmbUhpiAC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Graphics-Open-GL-4th/dp/0136053580?tag=realtimerenderin"><img src="AmazonImages/41Np%2B%2B%2BTthL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Graphics-Open-GL-4th/dp/0136053580?tag=realtimerenderin">Computer
Graphics with OpenGL, Fourth Edition</a></b>, by Donald Hearn, M. Pauline Baker, and Warren Carithers, Prentice
Hall, November 2010 (<a href="https://www.pearson.com/en-us/subject-catalog/p/computer-graphics-with-open-gl/P200000003262?view=educator">more info and resources</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Vision-Algorithms-Applications-Science/dp/1848829345?tag=realtimerenderin">
<img src="AmazonImages/41TqhD8yCRL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://szeliski.org/Book/"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Vision-Algorithms-Applications-Science/dp/1848829345?tag=realtimerenderin">Computer Vision: Algorithms and Applications</a></b>, by Richard Szeliski, Springer, November 2010 <a href="https://szeliski.org/Book/"><b><i>download for free</i></b></a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Geometry-Computer-Graphics-Formulae-Examples/dp/1849969337?tag=realtimerenderin"><img src="AmazonImages/41qmJMnW05L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Geometry-Computer-Graphics-Formulae-Examples/dp/1849969337?tag=realtimerenderin">Geometry for Computer Graphics: Formulae, Examples and Proofs</a></b>, by John Vince, Springer-Verlag, November 2010. Note that this is a softcover reissue of Vince's 2005 hardback book (<a href="https://www.google.com/books/edition/Geometry_for_Computer_Graphics/NOtBXjspcfwC?hl=en&gbpv=1&dq=Geometry+for+Computer+Graphics+vince&pg=PA350&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Game-Physics-Pearls-Gino-Bergen/dp/1568814747?tag=realtimerenderin"><img src="AmazonImages/51vjmKDdjiL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Game-Physics-Pearls-Gino-Bergen/dp/1568814747?tag=realtimerenderin">Game Physics Pearls</a></b>, edited by Gino van den Bergen and Dirk Gregorius, AK Peters, September 2010 (<a href="https://www.routledge.com/Game-Physics-Pearls/van-den-Bergen-Gregorius/p/book/9781568814742">Table of Contents</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Polygon-Mesh-Processing-Mario-Botsch/dp/1568814267?tag=realtimerenderin"><img src="AmazonImages/51WzvDvGrEL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Polygon-Mesh-Processing-Mario-Botsch/dp/1568814267?tag=realtimerenderin">Polygon Mesh Processing</a></b>, by Mario Botsch, Leif Kobbelt, Mark Pauly, Pierre Alliez, and Bruno Levy, AK Peters, August 2010 (<a href="https://www.google.com/books/edition/Polygon_Mesh_Processing/8zX-2VRqBAkC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">
<img src="AmazonImages/5150-70osuL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">GPU Pro: Advanced Rendering Techniques</a></b> (was: ShaderX<sup>8</sup>), edited by Wolfgang Engel, AK Peters, July 2010 (<a href="https://www.routledge.com/GPU-Pro-Advanced-Rendering-Techniques/Engel/p/book/9781568814728">Table of Contents and source code</a>, <a href="https://gpupro.blogspot.com/">more information</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/High-Dynamic-Range-Imaging-Second/dp/012374914X?tag=realtimerenderin">
<img src="AmazonImages/618LPbTEEJL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/High-Dynamic-Range-Imaging-Second/dp/012374914X?tag=realtimerenderin">High Dynamic Range Imaging, Second Edition: Acquisition, Display, and Image-Based Lighting</a></b>, by Erik Reinhard et al., Morgan Kaufmann, June 2010 (<a href="https://www.google.com/books/edition/High_Dynamic_Range_Imaging/w1i_1kejoYcC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/0596804822?tag=realtimerenderin"><img src="AmazonImages/41EU+tzxOcL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/0596804822?tag=realtimerenderin">iPhone 3D Programming: Developing Graphical Applications with OpenGL ES</a></b>, Philip Rideout, O'Reilly Media, May 2010 (<a href="https://www.google.com/books/edition/iPhone_3D_Programming/NxykJ3b-zqwC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Light-Skin-Interactions-Simulations-Applications/dp/0123750938?tag=realtimerenderin">
<img src="AmazonImages/51qUiwqLm6L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Light-Skin-Interactions-Simulations-Applications/dp/0123750938?tag=realtimerenderin">Light & Skin Interactions: Simulations for Computer Graphics Applications</a></b>, Gladimir V. G. Baranoski and Aravind Krishnaswamy, Morgan Kaufmann, May 2010 (<a href="https://www.google.com/books/edition/Light_and_Skin_Interactions/kdawARDGroAC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Game-Programming-Gems-Adam-Lake/dp/1584507020?tag=realtimerenderin">
<img src="AmazonImages/51XJzZz9GFL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Game-Programming-Gems-Adam-Lake/dp/1584507020?tag=realtimerenderin">Game Programming Gems 8</a></b>, edited by Adam Lake, Course Technology PTR, March 2010.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Video-Game-Optimization-Eric-Preisz/dp/1598634356?tag=realtimerenderin">
<img src="AmazonImages/61h7A3xHNoL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Video-Game-Optimization-Eric-Preisz/dp/1598634356?tag=realtimerenderin">Video Game Optimization</a></b>, Eric Preisz and Ben Garney, Course Technology PTR, March 2010.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/0763778885?tag=realtimerenderin">
<img src="AmazonImages/51wtFm0EcpL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Game-Engine-Gems-Eric-Lengyel/dp/0763778885?tag=realtimerenderin">Game Engine Gems, Volume One</a></b>, edited by Eric Lengyel, Jones & Bartlett Publishers, March 2010 (<a href="http://www.gameenginegems.net/geg1.php">more information</a>). <a href="https://www.google.com/books/edition/Game_Engine_Gems_Volume_One/WNfD2u8nIlIC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/3639091965?tag=realtimerenderin"><img src="AmazonImages/41SXi%2BFPE5L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/3639091965?tag=realtimerenderin">Temporal Coherence in Real-Time Rendering: Practical Approaches for Capitalizing on Temporal Coherence in the Domain of Real-Time Rendering</a></b>, by Daniel Scherzer, VDM Verlag, February 2010. <a href="https://www.cg.tuwien.ac.at/research/publications/2009/scherzer-thesis/">Download thesis (same information) for free</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Mathematics-Computer-Graphics-Undergraduate-Science/dp/1849960224?tag=realtimerenderin"><img src="AmazonImages/41qmJMnW05L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Mathematics-Computer-Graphics-Undergraduate-Science/dp/1849960224?tag=realtimerenderin">Mathematics for Computer Graphics, 3rd Edition</a></b>, by John Vince, Springer-Verlag, February 2010. <a href="https://www.google.com/books/edition/Mathematics_for_Computer_Graphics/ShmRZtw9gBwC?hl=en&gbpv=1&printsec=frontcover">Google Books sample</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631?tag=realtimerenderin"><img src="AmazonImages/41qkB63AoAL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631?tag=realtimerenderin">OpenGL Shading Language, Third Edition</a></b>, by Randi J. Rost, Bill Licea-Kane, and others, Addison-Wesley, July 2009. <a href="http://books.google.com/books?id=-SI07OhiQMAC&printsec=frontcover">Google Books sample</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/gp/product/3639171330?tag=realtimerenderin"><img src="AmazonImages/41MbgiL9x0L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/gp/product/3639171330?tag=realtimerenderin">GPU-based Real-Time Solid Voxelization for Volume Graphics: Theory and Practice: Volume Modeling and Volumetric Collision Detection</a></b>, by Duoduo Liao, VDM Verlag, July 2009.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Integrated-Introduction-Computer-Geometric-Animation/dp/143980334X?tag=realtimerenderin"><img src="AmazonImages/51YQVQEOWUL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Integrated-Introduction-Computer-Geometric-Animation/dp/143980334X?tag=realtimerenderin">An Integrated Introduction to Computer Graphics and Geometric Modeling</a></b>, by Ronald Goldman, CRC Press, July 2009 (<a href="https://www.routledge.com/An-Integrated-Introduction-to-Computer-Graphics-and-Geometric-Modeling/Goldman/p/book/9781439803349">Table of Contents</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Real-Time-Cameras-Kaufmann-Interactive-Technology/dp/0123116341?tag=realtimerenderin"><img src="AmazonImages/41VE3485uZL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Real-Time-Cameras-Kaufmann-Interactive-Technology/dp/0123116341?tag=realtimerenderin">Real-Time Cameras</a></b>, by Mark Haigh-Hutchinson, April 2009.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Computer-Facial-Animation-Frederic-Parke/dp/1568814488?tag=realtimerenderin"><img src="AmazonImages/51%2BOEdkNplL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Computer-Facial-Animation-Frederic-Parke/dp/1568814488?tag=realtimerenderin">Computer Facial Animation, Second Edition</a></b>, by Frederic I. Parke and Keith Waters, October 2008.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Best-Game-Programming-Gems-DeLoura/dp/1584505710?tag=realtimerenderin"><img src="AmazonImages/51XcMj5h81L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Best-Game-Programming-Gems-DeLoura/dp/1584505710?tag=realtimerenderin">Best of Game Programming Gems</a></b>, edited by Mark DeLoura, Charles River Media, June 2008 (note: does not include <I>Game Programming Gems 7</I> or later).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Modeling-Material-Appearance-Kaufmann-Computer/dp/0122211812?tag=realtimerenderin"><img src="AmazonImages/51pz2S9sZIL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Modeling-Material-Appearance-Kaufmann-Computer/dp/0122211812?tag=realtimerenderin">Digital Modeling of Material Appearance</a></b>, by Julie Dorsey, Holly Rushmeier, and François Sillion, December 2007.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/GPU-Gems-3-Hubert-Nguyen/dp/0321515269?tag=realtimerenderin"><img src="AmazonImages/51E%2B10GRNIL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://developer.nvidia.com/gpugems/gpugems3/foreword"><img src="read_for_free_sm.png" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/GPU-Gems-3-Hubert-Nguyen/dp/0321515269?tag=realtimerenderin">GPU Gems 3</a></b>, edited by Hubert Nguyen, August 2007, <a href="https://developer.nvidia.com/gpugems/gpugems3/foreword"><b><i>read for free</i></b></a>, <a href="https://github.com/QianMo/GPU-Gems-Book-Source-Code">unofficial repo</a>.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Color-Imaging-Fundamentals-Erik-Reinhard/dp/1568813449?tag=realtimerenderin"><img src="AmazonImages/4189U-NYi1L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Color-Imaging-Fundamentals-Erik-Reinhard/dp/1568813449?tag=realtimerenderin">Color Imaging: Fundamentals and Applications</a></b>, by Erik Reinhard et al., August 2007.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Data-Structures-Algorithms-Developers-Development/dp/1584504951?tag=realtimerenderin"><img src="AmazonImages/51CEuAYzNmL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Data-Structures-Algorithms-Developers-Development/dp/1584504951?tag=realtimerenderin">Data Structures and Algorithms for Game Developers</a></b>, by Allen Sherrod, May 2007 (<a href="https://web.archive.org/web/20070612172212/http://www.charlesriver.com/Books/BookDetail.aspx?productID=149746">more information</a>).
</td></tr>
<tr><td>
<a href="https://www.amazon.com/Physics-Development-Kaufmann-Interactive-Technology/dp/012369471X?tag=realtimerenderin">
<img src="AmazonImages/51A-I4MOfiL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Physics-Development-Kaufmann-Interactive-Technology/dp/012369471X?tag=realtimerenderin">Game Physics Engine Development</a></b>, by Ian Millington, March 2007.
</td></tr>
<tr><td>
<a href="https://www.amazon.com/exec/obidos/tg/detail/-/1568812663?tag=realtimerenderin">
<img src="AmazonImages/51FA5WJB3EL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/exec/obidos/tg/detail/-/1568812663?tag=realtimerenderin">Real-time Volume Graphics</a></b>, by Klaus Engel, Markus Hadwiger, Joe M. Kniss, Christof Rezk-Salama, and Daniel Weiskopf, July 2006, AK Peters.
(<a href="http://www.real-time-volume-graphics.org/">book information page</a>, <a href="http://books.google.com/books?id=lDWOu3_KGvoC&printsec=frontcover">Google Books sample</a>)
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<a href="https://www.amazon.com/Geometric-Data-Structures-Computer-Graphics/dp/1568812353?tag=realtimerenderin">
<img src="AmazonImages/41hgYr3YJmL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Geometric-Data-Structures-Computer-Graphics/dp/1568812353?tag=realtimerenderin">Geometric Data Structures for Computer Graphics</a></b>, by Elmar Langetepe and Gabriel Zachmann, AK Peters/CRC Press, February 2006.
(<a href="https://www.routledge.com/Geometric-Data-Structures-for-Computer-Graphics/Langetepe-Zachmann/p/book/9781568812359">book information page</a>, <a href="http://books.google.com/books?id=frBRAAAAMAAJ">Google Books search</a>)
</td></tr>
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<a href="https://www.amazon.com/exec/obidos/tg/detail/-/0321335597?tag=realtimerenderin"><img src="AmazonImages/51-6oFyhBKL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="9" align=left border=0>
<a href="https://developer.nvidia.com/gpugems/gpugems2/inside-front-cover"><img src="read_for_free_sm.png" alt="read for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/exec/obidos/tg/detail/-/0321335597?tag=realtimerenderin">GPU Gems 2: Techniques for Graphics and Compute Intensive Programming</a></b>, edited by Matt Pharr, March 2005, <a href="https://developer.nvidia.com/gpugems/gpugems2/inside-front-cover"><b><i>read for free</i></b></a>, <a href="https://download.nvidia.com/developer/GPU_Gems_2/CD/Index.html">code</a>, <a href="https://github.com/QianMo/GPU-Gems-Book-Source-Code">unofficial repo</a>.
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<a href="https://www.amazon.com/exec/obidos/tg/detail/-/0321228324?tag=realtimerenderin"><img src="AmazonImages/51W01X6NB7L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://developer.nvidia.com/gpugems/gpugems/foreword"><img src="read_for_free_sm.png" alt="read for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/exec/obidos/tg/detail/-/0321228324?tag=realtimerenderin">GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics</a></b>, edited by Randima Fernando, March 2004, <a href="https://developer.nvidia.com/gpugems/gpugems/foreword"><b><i>read for free</i></b></a>, <a href="https://http.download.nvidia.com/developer/GPU_Gems/CD_Image/Index.html">code</a>, <a href="https://github.com/QianMo/GPU-Gems-Book-Source-Code">unofficial repo</a>.
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<a href="https://www.amazon.com/ShaderX2-Shader-Programming-Tricks-DirectX/dp/1556229887?tag=realtimerenderin"><img src="AmazonImages/51S5NSFNMZL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="14" align=left border=0>
<a href="https://www.realtimerendering.com/resources/shaderx/Tips_and_Tricks_with_DirectX_9.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/ShaderX2-Shader-Programming-Tricks-DirectX/dp/1556229887?tag=realtimerenderin">ShaderX<sup>2</sup>: Shader Programming Tips and Tricks with DirectX 9.0</a></b>, edited by Wolfgang Engel, Wordware Publishing, Nov. 2003, <a href="https://www.realtimerendering.com/resources/shaderx/Tips_and_Tricks_with_DirectX_9.pdf"><b><i>download for free</i></b></a>, also <a href="https://www.realtimerendering.com/resources/shaderx/">free code download and notes</a>.
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<a href="https://www.amazon.com/ShaderX2-Introductions-Tutorials-DirectX-9-0/dp/155622902X?tag=realtimerenderin"><img src="AmazonImages/514E6BJEJ9L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="14" align=left border=0>
<a href="https://www.realtimerendering.com/resources/shaderx/Introductions_and_Tutorials_with_DirectX_9.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/ShaderX2-Introductions-Tutorials-DirectX-9-0/dp/155622902X?tag=realtimerenderin">ShaderX<sup>2</sup>: Introductions and Tutorials with DirectX 9.0</a></b>, edited by Wolfgang Engel, Wordware Publishing, Nov. 2003, <a href="https://www.realtimerendering.com/resources/shaderx/Introductions_and_Tutorials_with_DirectX_9.pdf"><b><i>download for free</i></b></a>, also <a href="https://www.realtimerendering.com/resources/shaderx/">free code download and notes</a>.
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<a href="https://www.amazon.com/Cg-Tutorial-Definitive-Programmable-Real-Time/dp/0321194969?tag=realtimerenderin"><img src="AmazonImages/51K2X94P56L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter01.html"><img src="read_for_free_sm.png" alt="read for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Cg-Tutorial-Definitive-Programmable-Real-Time/dp/0321194969?tag=realtimerenderin">The Cg Tutorial</a></b>, by Randy Fernando and Mark J. Kilgard, March 2003, <a href="https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter01.html"><b><i>read for free</i></b></a>.
</td></tr>
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<a href="https://www.amazon.com/Direct3D-ShaderX-Vertex-Shader-Tricks/dp/1556220413?tag=realtimerenderin"><img src="AmazonImages/51G43ZGSJ8L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.realtimerendering.com/resources/shaderx/Direct3D.ShaderX.Vertex.and.Pixel.Shader.Tips.and.Tricks_Wolfgang.F.Engel_Wordware.Pub_2002.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Direct3D-ShaderX-Vertex-Shader-Tricks/dp/1556220413?tag=realtimerenderin">Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks</a></b>, edited by Wolfgang Engel, Wordware Publishing, June 2002, <a href="https://www.realtimerendering.com/resources/shaderx/Direct3D.ShaderX.Vertex.and.Pixel.Shader.Tips.and.Tricks_Wolfgang.F.Engel_Wordware.Pub_2002.pdf"><b><i>download for free</i></b></a>, also <a href="https://www.realtimerendering.com/resources/shaderx/">free code download and notes</a>.
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<a href="https://www.amazon.com/Michael-Abrashs-Graphics-Programming-Special/dp/1576101746?tag=realtimerenderin">
<img src="AmazonImages/51E2EDBTB9L._SL50_.jpg" alt="cover" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.jagregory.com/abrash-black-book/"><img src="read_for_free_sm.png" alt="read for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Michael-Abrashs-Graphics-Programming-Special/dp/1576101746?tag=realtimerenderin">Michael Abrash's Graphics Programming Black Book</a></b>, by Michael Abrash, July 1997, <a href="https://www.gamedev.net/reference/articles/article1698.asp"><b><i>read for free</i></b></a>. Truly ancient, yes, but there are still articles of general interest, and Abrash is a fine story-teller.
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<a href="https://www.amazon.com/exec/obidos/ASIN/1558602763?tag=realtimerenderin"><img src="AmazonImages/41NJZBE31HL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Principles-Synthesis-Kaufmann-Computer-Graphics/dp/1558602763?tag=realtimerenderin">Principles of Digital Image Synthesis</a></b>, by Andrew S. Glassner, Morgan Kaufmann, 1995: <b><i><a href="https://www.realtimerendering.com/Principles_of_Digital_Image_Synthesis_v1.0.1.pdf">download for free</a></i></b>, <a href="https://www.glassner.com/errata-for-principles-of-digital-image-synthesis/">errata</a>. An incredible book, and physics doesn't change (much), so despite its age this book is full of useful information.
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<a href="https://www.amazon.com/Radiosity-Programmers-Perspective-Professional-Computing/dp/0471304441?tag=realtimerenderin"><img src="AmazonImages/51HG2DGJ4KL._SX55_BO1,204,203,200_.jpg" alt="cover" height="55" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="6" align=left border=0>
<a href="https://www.researchgate.net/profile/Ian-Ashdown/publication/220690300_Radiosity_-_a_programmer%27s_perspective/links/0912f4ff5f5eb42776000000/Radiosity-a-programmers-perspective.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Radiosity-Programmers-Perspective-Professional-Computing/dp/0471304441?tag=realtimerenderin">Radiosity: A Programmer's Perspective</a></b>, by Ian Ashdown, Wiley, 1994: <b><i><a href="https://www.researchgate.net/profile/Ian-Ashdown/publication/220690300_Radiosity_-_a_programmer%27s_perspective/links/0912f4ff5f5eb42776000000/Radiosity-a-programmers-perspective.pdf">download for free</a></i></b>. A fine introduction to photometry concepts.
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<a href="https://www.amazon.com/Radiosity-Realistic-Synthesis-Kaufmann-Computer/dp/0121782700?tag=realtimerenderin"><img src="AmazonImages/cohen_wallace.jpg" alt="cover" height="55" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="6" align=left border=0>
<a href="https://www.realtimerendering.com/Cohen-Wallace_Radiosity_and_Realistic_Image_Synthesis.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="55" width="12" align=left border=0>
<b><a href="https://www.realtimerendering.com/Cohen-Wallace_Radiosity_and_Realistic_Image_Synthesis.pdf">Radiosity and Realistic Image Synthesis</a></b>, by Michael F. Cohen and John R. Wallace, Academic Press Professional, 1993: <b><i><a href="https://www.realtimerendering.com/Cohen-Wallace_Radiosity_and_Realistic_Image_Synthesis.pdf">download for free</a></i></b>. The first book on the use of radiosity in computer graphics, again with an approachable introduction to photometry.
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<a href="https://www.amazon.com/Simulating-Humans-Computer-Graphics-Animation/dp/0195073592?tag=realtimerenderin"><img src="AmazonImages/41x0mOjyDrL._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://www.cis.upenn.edu/~badler/book/book.html"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Simulating-Humans-Computer-Graphics-Animation/dp/0195073592?tag=realtimerenderin">Simulating Humans: Computer Graphics Animation and Control</a></b>, by Norman I. Badler, Cary B. Phillips, Bonnie Lynn Webber, Oxford University Press, 1993: <b><i><a href="https://www.cis.upenn.edu/~badler/book/book.html">download for free</a></i></b>. All about the human figure and how to model it in the computer. Old, but chock full of information.
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<a href="https://www.amazon.com/Introduction-Computing-Geometry-Adrian-Bowyer/dp/1874728038?tag=realtimerenderin"><img src="AmazonImages/41nKyw8Iv+L._SL50_.jpg" alt="cover" height="50" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<a href="https://adrianbowyer.com/inge/docs/icg.pdf"><img src="download_for_free_sm.png" alt="download for free" align=left border=0></a>
<img src="spacer.gif" alt="" height="50" width="12" align=left border=0>
<b><a href="https://www.amazon.com/Introduction-Computing-Geometry-Adrian-Bowyer/dp/1874728038?tag=realtimerenderin">Introduction to Computing with Geometry</a></b>, by Adrian Bowyer and John Woodwark, Information Geometers Ltd, 1993: <b><i><a href="https://adrianbowyer.com/inge/docs/icg.pdf">download for free</a></i></b> and <a href="https://web.archive.org/web/20111112091910/http://www.johnwoodwark.com/inge/docs/icg.pdf">alternate</a>. About surfaces and other geometry-related bits. Written in an approachable and entertaining manner, with solid math and (occasionally dusty but workable) code bits.
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</table>
</div>
<div id="books-table">
<a NAME="recommended">
<H2 class="subHeader">Recommended Books</H2>
</a>
<p>What follows is a list
of some books and other media we think are worthwhile for real-time rendering and computer graphics
in general. Books specific to ray tracing can be found <a href="raytracing.html#books">on this page</a>.
<p><b>Introductory Resources</b></p>
<table>
<tr><td>
<a href="https://graphicscodex.com/"><img src="AmazonImages/GraphicsCodexThumb100.jpg" alt="cover" height="100" align=left border=0></a>