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Real-Time Rendering, Fourth Edition 4th Edition
Purchase options and add-ons
Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics.
It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance, global illumination, and curves and curved surfaces.
It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment.
Reviews
"This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics, each topic is covered in impressive depth with great references for further exploration." ― Alex Vlachos, Valve
"Real-Time Rendering condenses literally thousands of cutting-edge papers, talks, and blogs into a single, easy-to-read volume presenting today's best practices, open problems, and promising state-of-the-art research. A key reference for beginners and experts!" ― Chris Wyman, Principal Research Scientist, NVIDIA
"Since it was first published, Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics." ― Matt Pharr, co-author of Physically Based Rendering: From Theory to Implementation
"I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field, and will remain the first resource I check when tackling a new challenge." ― Patrick Cozzi, Principal Graphics Architect, Cesium, and co-editor of OpenGL Insights
"Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place, and a joy to read, too!" ― Aras Pranckevičius, Unity Technologies
About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections, which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA.
- ISBN-109781138627000
- ISBN-13978-1138627000
- Edition4th
- PublisherA K Peters/CRC Press
- Publication dateAugust 6, 2018
- LanguageEnglish
- Dimensions7.7 x 1.9 x 9.4 inches
- Print length1178 pages
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Editorial Reviews
About the Author
Tomas Akenine-Möller is a professor in computer science with specialization in computer graphics and image processing at the Department of Computer Science, Lund University, Sweden. Over the past years, I've built my own computer graphics group, LUGG (Lund University Graphics Group).
Eric Haines currently works at NVIDIA on interactive ray tracing. He cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.
Naty Hoffman is currently Principal Engineer & Architect at Lucasfilm’s Advanced Development Group. Previously he was Vice President of Technology at 2K. Prior to that he was employed at Activision (working on graphics R&D for various titles, including the Call of Duty series), SCEA Santa Monica Studio (coding graphics technology for God of War III), Naughty Dog (developing PS3 first-party libraries), Westwood Studios (leading graphics development on Earth and Beyond) and Intel (driving Pentium pipeline modifications and assisting the SSE / SSE2 instruction set definition).
Angelo Pesce currently serves as a Technical Director for Activision Central Technology where he helps the Call of Duty studios with rendering R&D. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom and Relic Entertainment.
Sebastien Hillaire is a senior rendering engineer pushing visual quality, performance and workflows within the Frostbite team at Electronic Arts. He obtained his PhD in Computer Science from the French National Institute of Applied Science in 2010, during which he focused on using gaze tracking to enhance virtual reality user experiences.
Michał Iwanicki currently works as a Technical Director in Activision Central Technology group, where he focuses on graphics related research. He worked on rendering and engine code for games in The Witcher, The Last of Us, and the Call of Duty series
Product details
- ASIN : 1138627003
- Publisher : A K Peters/CRC Press; 4th edition (August 6, 2018)
- Language : English
- Hardcover : 1178 pages
- ISBN-10 : 9781138627000
- ISBN-13 : 978-1138627000
- Item Weight : 4.42 pounds
- Dimensions : 7.7 x 1.9 x 9.4 inches
- Best Sellers Rank: #82,296 in Books (See Top 100 in Books)
- #1 in OpenGL Software Programming
- #3 in Rendering & Ray Tracing
- #22 in Game Programming
- Customer Reviews:
About the author

I'm a Senior Principal Engineer (read, "programmer") at Autodesk, a company that makes more software than you might realize, e.g., Max, Maya, and Softimage. I've been there for over fifteen years, previously working twelve years for a little startup begun by my advisor, Don Greenberg, called 3D/Eye. I graduated with an MS from the Program of Computer Graphics at Cornell in 1985 and have been in Ithaca ever since - it's been a career goal, in a sense: college town, beautiful lakes and trails, plenty of arts and culture, no major highway, and cold winters that help slow growth. Prior to Ithaca I worked on satellites a few years in Princeton with RCA Astro-Electronics. I graduated with a BS in Computer Science from RPI in 1980. I've done research in the areas of ray tracing, radiosity, and interactive shadows, and have contributed to a number of books.
That's the resume filler. Where I have spent a fair bit of my time and effort over the past few decades is in being an active member in the community of computer graphics people. I do my bit to provide useful resources and make things interesting: blogging and editing, maintaining the Graphics Gems code repository, reviewing for the Journal of Graphics Tools and the new Journal of Computer Graphics Techniques, editing the Ray Tracing News, running the Fantasy Graphics League, etc. Which sounds altruistic, or maybe egotistical, but analysis aside, it's what I find I like to do. I also run a popular wildflower identification site - go figure. But I also admit to wasting way too much time on FPS games like the Battlefield series and Left 4 Dead.
Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers find the book's content excellent, with one describing it as the foundational text of the field. However, several customers report issues with pages falling out of the book.
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Customers find the book's content excellent and informative, with one customer noting it serves as a foundational text in the field.
"...It's the foundational text of the field...." Read more
"The content of this series is top notch...." Read more
"...I'm very happy with the book." Read more
"I'd love to own this book because the content looks amazing. But I am about to return my second copy after returning the first...." Read more
Customers report issues with pages falling out of the book.
"...Several pages fell out when turning and more are very loose. As others have shared, the print quality on the 4th edition is terrible...." Read more
"...It seems like every 15 pages or so has a loose page that will fall out. I suspect the entire inventory of books have this issue...." Read more
"...A page fell out and it felt and looked like someone printed this on their home printer and glued it together...." Read more
"...I don't mind crappy pictures, but pages falling out is a serious impediment, since I like to read books on the subway/when I'm walking or generally..." Read more
Reviews with images

Buyer beware hard copy and open book after receiving.
Top reviews from the United States
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- Reviewed in the United States on February 27, 2019I am puzzled as to why this book has received such negative reviews. Most of the disappointment has been directed at the print quality of the text. Some of the images are slightly lower resolution than what you may find elsewhere and the pages are thin, but the book is nearly 1200 pages and the image quality is perfectly fine. The text is clear and images serve their purpose. I have verified that I have received the first printing, so unless there were some major variations in the printing process, all I can say is that the dissatisfaction with the book is at least a little hyperbolic.
If you are on the fence about buying this book because of the negative reviews, I would urge you to reconsider. This is the book to buy if you are looking for an all-in-one source to learn about real-time graphics. If you are a game developer, software engineer, or just looking to learn more about this subject, you need to buy this book. It's the foundational text of the field. This edition in particular is very up-to-date, with huge additions over the previous edition including several chapters on real-time ray-tracing, volumetric rendering, and modern GPU architecture.
If you were like me and were uncertain about the book because of the print quality, I can say for myself that I have found these claims to be greatly exaggerated.
- Reviewed in the United States on September 23, 2020The page binding of the first chapter or two is terrible. Several pages fell out when turning and more are very loose. As others have shared, the print quality on the 4th edition is terrible. I might try ordering a second copy but my expectations are low.
Update: ordered a second copy direct from Amazon instead of third party. Page binding looks much better and there doesn't appear to be any loose pages.
- Reviewed in the United States on September 20, 2018This book is a great overview of real-time rendering and a strong addition to the series. This series have never been about implementation details, if you want a DX12 or Vulkan tutorial you should look elsewhere. If you want a comprehensive overview of features that go into a modern game engine and the theory behind them this book is for you. No other single reference approaches the breadth of this book.
The print quality is fine in my opinion. The paper is a little thin but the glossy full color pages make up for it. Definitely not worth a 2 star review.
- Reviewed in the United States on September 20, 2018The content of this series is top notch. If you want to learn anything about realtime graphics and rendering form basics to advanced topics, you can't go without one of these books.
However, as other reviewers have noted, the 4th addition of Realtime Rendering is a joke in terms of print quality. After reading other reviews, I didn't think it would be that bad, but it literally does not compare to the 3rd edition I have sitting on my shelf. Really, it doesn't compare to ANY OTHER TECHNICAL BOOK I've bought in the last decade. Images are grainy and low resolution, color accuracy is poor, the TEXT IS NOT CLEAR (come on!), and the paper is so thin that just lightly turning pages can easily tear it. Compared to the previous edition which I've owned for years, I doubt this book will stand up to just a single read through. And when you put the two side by side and open up to similar pages, its just depressing.
I mean, seriously, I have many other books by CRC Press and they're usually top quality. I don't know why this one is so astronomically different.
Its unfortunate I have to give this book a 1 star review, I really have relied a lot on this series throughout my career as a professional software developer. But this book is absolutely not worth $89 + tax. If you want one of these, consider the 3rd edition. If you need the latest info, perhaps try the e version for half price. I may keep mine since I already have it and I'm reading through it. But at its current price and quality, I cannot recommend anyone else bother with this.
1.0 out of 5 starsThe content of this series is top notch. If you want to learn anything about realtime graphics and rendering form basics to advanced topics, you can't go without one of these books.Fantastic Book, Absolutely Horrid Print Quality
Reviewed in the United States on September 20, 2018
However, as other reviewers have noted, the 4th addition of Realtime Rendering is a joke in terms of print quality. After reading other reviews, I didn't think it would be that bad, but it literally does not compare to the 3rd edition I have sitting on my shelf. Really, it doesn't compare to ANY OTHER TECHNICAL BOOK I've bought in the last decade. Images are grainy and low resolution, color accuracy is poor, the TEXT IS NOT CLEAR (come on!), and the paper is so thin that just lightly turning pages can easily tear it. Compared to the previous edition which I've owned for years, I doubt this book will stand up to just a single read through. And when you put the two side by side and open up to similar pages, its just depressing.
I mean, seriously, I have many other books by CRC Press and they're usually top quality. I don't know why this one is so astronomically different.
Its unfortunate I have to give this book a 1 star review, I really have relied a lot on this series throughout my career as a professional software developer. But this book is absolutely not worth $89 + tax. If you want one of these, consider the 3rd edition. If you need the latest info, perhaps try the e version for half price. I may keep mine since I already have it and I'm reading through it. But at its current price and quality, I cannot recommend anyone else bother with this.
Images in this review
- Reviewed in the United States on November 21, 2018I originally had this book in 3rd edition. I was a little worried when I saw the comments earlier but fortunately the batch I got (this October) doesn't have the print quality mentioned before yet (I also haven't gone through the entire book). Needless to say, this book is essential for anyone who wants to learn computer graphics. I haven't done a comparison between the 3rd and this edition but the chapters I've read all touch on the latest topics. I'm very happy with the book.
- Reviewed in the United States on December 21, 2018I'd love to own this book because the content looks amazing. But I am about to return my second copy after returning the first.
Both books I've received have had pages just fall out. The pages seems like they're not even bound. The attached picture depicts the quality of the first book received. I opened to the physically based shading section only to have the page slide out. It seems like every 15 pages or so has a loose page that will fall out. I suspect the entire inventory of books have this issue.
Do yourself a favor, don't bother buying a hard copy of the 4th edition. If you've already ordered a copy, check around page 301 for loose pages.
edit: I am changing my review from 1 start to what it is now. After reading a good portion of this book, the content really is amazing. It is such a shame that the hard copy is flawed.
4.0 out of 5 starsI'd love to own this book because the content looks amazing. But I am about to return my second copy after returning the first.Buyer beware hard copy and open book after receiving.
Reviewed in the United States on December 21, 2018
Both books I've received have had pages just fall out. The pages seems like they're not even bound. The attached picture depicts the quality of the first book received. I opened to the physically based shading section only to have the page slide out. It seems like every 15 pages or so has a loose page that will fall out. I suspect the entire inventory of books have this issue.
Do yourself a favor, don't bother buying a hard copy of the 4th edition. If you've already ordered a copy, check around page 301 for loose pages.
edit: I am changing my review from 1 start to what it is now. After reading a good portion of this book, the content really is amazing. It is such a shame that the hard copy is flawed.
Images in this review
- Reviewed in the United States on August 31, 2018I have probably only gotten through a fraction of the material in this book so far, but it has been
extremely useful for my understanding of lighting and shading as it works in current versions of
popular game engines and Unreal in particular. There have been significant advances in rendering
in the last five to ten years that are missing from the previous edition of this book.
While the quality of the pictures in this edition would have been improved by glossier paper and
higher-quality printing, that would have made the book even thicker than it already is, and I didn't
buy the book for the pictures in any case. To really understand rendering effects, you really need to
see them on screen in any case.
Top reviews from other countries
- Patrick R.Reviewed in France on October 21, 2019
5.0 out of 5 stars Outstanding content. Okay book support.
Not talking about the content since I received the book today and I will need several months to get through it (and everyone knows it's the best available on the subject) but about the support. I was scared after reading the previous comments about the quality of this 4th edition but the book came in one piece (!). Nothing bad or shocking quality wise: the paper is alright for a book this thick, illustrations are clear and in color, no loose page etc.. Sure the cover's quality is nothing special but come on, I am buying a book for its content, not to put it on a showcase.
- DavideReviewed in Italy on October 25, 2023
5.0 out of 5 stars grande libro per grandi programmatori
viva john carmack
- PixelmancerReviewed in India on September 27, 2020
5.0 out of 5 stars Good Page Quality
The page quality is good
-
VictorReviewed in Spain on November 6, 2019
5.0 out of 5 stars Imprescindible en la librería
El contenido es de 10. Amplía enormemente los conocimientos básicos en la materia que se pueden encontrar por internet y no le falta de nada, ejemplos reales y casos de uso incluidos, muy recomendable.
- Andreas MillerReviewed in Canada on October 6, 2023
5.0 out of 5 stars Excellent book
Goes into great depth and detail on the mathematics of light transport and physical based rendering. I actually implemented the Hammon BRDF for diffuse material (page 355), and it works well!