Hardcover: 575 pages
Publisher: Charles River Media; 1 edition (January 12, 2006)
Product Dimensions: 9.4 x 7.6 x 1.6 inches
Shipping Weight: 2.7 pounds
Average Customer Review: 4.3 out of 5 stars See all reviews (6 customer reviews)
Best Sellers Rank: #1,872,067 in Books (See Top 100 in Books) #95 in Books > Computers & Technology > Graphics & Design > Rendering & Ray Tracing #1351 in Books > Computers & Technology > Games & Strategy Guides > Game Programming #3435 in Books > Computers & Technology > Programming > Graphics & Multimedia
Whilst the content is quite good it probably isn't on par with some other books by say Matt Pharr, books from ACM or Academic Press I think the biggest issue with the book is that the quality of the paper is a bit below par and all images are black and white.Normally black and white isn't a problem, but when the book is about graphics and there is a statement in the book like (e.g.) "...notice the unique HLSL effect on the blue ball compared to the green..." it makes it a bit difficult. Even a color plate section would have been nice.
I was disappointed not to find any code - only demos of applications on a few of the chapters (e.g radiosity tool, gpu terrain). IMHO it is better to have fewer topics/chapters and better coverage of each topic, with source code etc. As M. Severino 's review correctly states 'Each article is a source of ideas ', so don't expect to learn how to implement all the techniques in the book.Some authors have included lots of code, others have included none.I vote against the "*gems-style" books, more attention to the educational side of these books is needed. Flashy programmers who want to show off please go elsewhere.
This is the fourth edition in this series of books on advanced graphics.This book is a collection of forty-three articles around the common theme of shading images in real time. Many of these effects have been common in the movie world for many years, but in that application the shading can be done on very expensive machines and the time it takes to produce an image is not important because the resulting image is to be shown on screen rather than immediately on a display. Now, with the increasing power in the PC's in widespread use, these techniques are being brought down to the standard desktop.In this book a wide selection of authors discuss the start of the art in shading. They are, for the most part, active professionally in the graphics display business. A number of them work for video card companies, a number work for gaming companies, or for companies producing software used in gaming. Many are involved with the computer science departments of universities around the world where the most advanced image programming is being researched.This approach provides for a fast time to print, rather than one author taking a year to write the book. In this industry a year is a lifetime, well, at least a generation in the software.
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