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    Cover of Real-time rendering

    Real-time rendering

    Tomas Möller · 2008

    Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures.

    ProgrammingComputer Science
    Open LibraryAmazon
    Stats for nerds
    34recommend
    54mentions
    48people
    2008–2026years
    69% recommend31% neutral

    Mentions per year

    2008201020122014201620182020202220242026

    What Hacker News says

    1. rollulusSep 2026
      The orb is free yet comes at a cost. When I wrote the equivalent of the orb 25 years ago I had to go through the book “Real-Time Rendering” by Tomas Akenine-Möller and Eric Haines, the first edition with the chameleon. I remember the smell of the book. I learned that 3D projection was not mostly trigonometry (as I believed) but instead “just” multiplications and an occasional division, mind blown! I learned while skimming through the various chapters in the book how little I knew and how much there was to explore, creating a sense of excitement and craving to understand and implement algorithms from shadow volumes to spherical harmonics, and acquire first all the mathematical prerequisites. And I had the rewarding feeling of accomplishment when my orb was rendering.

      Now all of that is gone, if you choose so, and what’s left is brainrot and the equivalent of doom scrolling.

      thread
    2. AgentlienAug 2026
      Before listing resources, let me state that the single most important thing is to learn by doing. Write a lot of rendering code, experiment a lot with your own ideas and variations on each exercise. Once you move past the basics don't be afraid to spend several evenings in a row failing to fix what in hindsight seems like an embarrassingly simple math error. That is how you go from having read and sort of understood something to really knowing it. Also, the best approach is usually to devour as much content as you can from several sources to get a wider perspective.

      There are a lot of great resources out there. The best modern beginner friendly resource I am aware of is Scratchapixel[0]. Back when I was first learning 3D I used to follow tutorials on places like NeHe Productions[1], which is probably a bit dated these days.

      For more comprehensive information on all kinds of techniques, with examples from big games for each technique, the absolutely best resource is the book Real-Time Rendering[2].

      If you're interested in ray-tracing rather than rasterization (i.e. more film than video games) a lot of people recommend "Ray Tracing in One Weekend"[3]. If you want to learn state of the art ray-tracing in depth, with all the math and and theory, the best resource is "Physically Based Rendering: From Theory to Implementation"[4], which is freely available online.

      [0] https://www.scratchapixel.com/

      [1] https://nehe.gamedev.net/

      [2] https://www.realtimerendering.com/

      [3] https://raytracing.github.io/

      [4] https://www.pbrt.org/

      thread
    3. dartosNov 2024
      It’s a ton of knowledge , but not gatekept behind degrees or anything. Like web development, you can learn much of it by reading freely available documents, blog posts, and white papers. (Tho it’s much more math heavy. Mostly trig and very basic linalg)

      There’s a famous “ray tracing in a weekend” book even.

      Color spaces and PBR also isn’t some magic. It’s just math. You implement it in shaders and color space conversion functions.

      It gets really hard when you try to optimize it, like you said with render farms. IMO synchronization in Vulkan (and other low low level graphics APIs) is the really difficult stuff.

      But nothing that requires a PhD or whatever.

      For the curious “Real Time Rendering” is a really great textbook all about modern rendering techniques

      thread
    4. quelsolaarNov 2023
      A good start would be the book Real-Time Rendering: https://www.realtimerendering.com/
      thread
    5. arduinomancerSep 2022
      Graphics programmer at a game studio

      Real-Time Rendering is probably my most used book when I started

      It is more of a breadth than depth book though

      thread
    6. cropcirclbureauJan 2022
      The suggested site https://LearningOpenGl.com is great and I've seen similar websites for Vulkan and WebGPU.

      I also recommend grabbing the suggested book, Real Time Rendering, along. I've found it to be great learning material, having a well detailed chapter dedicated for all the effects used in modern renderers. Works great as a reference though it doesn't have any code samples. Doesn't concern itself too much about API details. In my learning flow, I go through a chapter and try to implement one of the techniques mentioned for the effect; usually referencing one of these web resources.

      thread

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