
Real-time rendering
by Tomas Möller · first published 2008
54mentions
34recommended by
48HN commenters
2008–2026first – last mentioned
71% recommend29% neutral
Why HN recommends it
Standard reference on modern real-time graphics techniques, with a chapter per effect used in game renderers, plus the math and PBR basics. Suits people past the intro level; breadth over depth.
Summarised by Claude from recommending comments
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…systems, Metal will likely be easier than Vulkan/DX12. A lot of the theory from classic books is still valid, so even a copy of Computer Graphics: Principles and Practice will look fine on your desk. "Real Time Rendering" by Moller/Haines and "Physically Based Rendering" by Pharr are excellent. "Game Engine Architecture" by Gregory and "Mathematics for 3D Game Programming and Computer Graphics" by Lengyel will probably…
on “Ask HN: What are the best books on modern computer graphics?” ↗…[1], followed closely by "Principles of Interactive Computer Graphics" [2] by Newman and Sproul. Followed closely by the Graphics Gems series, and then Watt's eponymous "3D Computer Graphics" [3] and "Real Time Rendering" [4] by Moller and Haines. All wonderful texts and can tell you everything you want to know about doing 3D graphics in software. They won't help at all (generally) for GPU based graphics sadly. [1]…
on “3D Computer Graphics: Software Revealed” ↗Computer Graphics: [1a, 1b, 1c] Computer Graphics, Principles and Practice Series [2] Physically Based Rendering [3] Real Time Rendering --- [1a] https://www.amazon.com/Computer-Graphics-Principles-James-Fo... [1b] https://www.amazon.com/Computer-Graphics-Principles-Practice... [1c] https://www.amazon.com/Computer-Graphics-Principles-Practice... [2]…
on “Ask HN: What are the best textbooks in your field of expertise?” ↗…computer graphics would be a good start for the graphics side. I like 3D Computer Graphics by Alan Watt as an introduction and overview http://www.amazon.co.uk/3D-Computer-Graphics-Alan-Watt/dp/02... and Real-time Rendering for more advanced subjects http://www.amazon.co.uk/Real-time-Rendering-Tomas-Akenine-Mo... The session from Assembly 'The Basics of Demo Programming' is online and may also be useful http://www.youtube.com/watch?v=TbcZyAO6K7c…
on “Low-level x86 code compression for 64k intros” ↗…will be a 3rd edition coming out at the end of this year! http://www.amazon.com/Computer-Graphics-Principles-Practice-... Another highly recommended book (also recommended in another comment here) is Real-Time Rendering, but I've only used bits and pieces from this one, so I don't know how good it is for folks just starting out. Still probably one you'll want to add to your shelf if you continue on in the field. http://www.amazon.com/Real-Time-Rendering-Tomas-MOller/dp/15...…
on “Gorgeous Unreal Engine 4 brings direct programming, indirect lighting” ↗…shading, view transforms, etc.) are applicable regardless of the actual rendering method, and it does a good job explaining all of it. https://www.amazon.com/Introduction-Tracing-Kaufmann-Compute... Real Time Rendering - This also covers all the math, but focuses on rendering at a higher level and covers more ground. https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akeni... Finally, Computer Graphics: Principles…
on “Casual Introduction to Low-Level Graphics Programming” ↗…Game Engine Architecture by Jason Gregory (Naughty Dog) Game Programming Patterns: https://www.amazon.co.uk/Game-Programming-Patterns-Robert-Ny... Realtime rendering overview: https://www.amazon.co.uk/Real-Time-Rendering-Third-Tomas-Ake... Related math: https://www.amazon.co.uk/Math-Primer-Graphics-Game-Developme... Other recommendations: http://mrelusive.com/books/books.html http://fabiensanglard.net/Computer_Graphics_Principles_and_P...…
on “How Unreal Renders a Frame” ↗My two biggest shelf pulls are Real-Time Rendering [0] by Akeine-Moller, Haines and Hoffman. 3D Math Primer for Graphics and Games [1] by Dunn & Parberry [0] https://www.amazon.com/Real-Time-Rendering-Third-Tomas-Akeni... [1] https://www.amazon.com/Math-Primer-Graphics-Game-Development...…
on “WebGL2 Fundamentals” ↗"Real-time Rendering" by Akenine-Tomas Möller et all is one of the standard references here. https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken... Peter Shirley's free Ray Tracing series is incredibly good as…
on “Fluid Paint” ↗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”…
on “Everything is free now, so why not a floating orb in my IDE” ↗…https://www.amazon.com/Computer-Graphics-Principles-Practice... This is more of college textbook if you'd prefer that but the WebGL one is more accessible and less dry. # Physically Based Rendering & Real-Time Rendering These discuss some state of the art techniques in computer graphics. I'm not going to claim to have really read them but from what I've seen they are very solid. https://www.amazon.com/Computer-Graphics-Principles-Practice...…
on “A trip down the League of Legends graphics pipeline” ↗…tier, of course, you have an endless array of how-to books written by incompetents. The worst is the "here's my shitty homebrewed codebase" variety. For rendering in games, you'll need a separate book. Real-Time Rendering is the canonical reference. The first and second editions were my favorites. The third edition added a lot of information on recent techniques but at the expense of reading too much like an annotated…
on “Gorgeous Unreal Engine 4 brings direct programming, indirect lighting” ↗…excellent. Some examples that I enjoyed: - SICP - Discrete Mathematics and Its Applications - K&R - The C++ Programming Language - Code: The Hidden Language of Computer Hardware and Software - GEB - Real-Time Rendering - Artificial Intelligence: A Modern Approach As a counter-example, some books that are considered classics or fundamental, and, in my opinion, don’t really shine in their style or structure: - Deep…
on “Ask HN: Well-written Technical Books?” ↗Physically Based Rendering[0] Graphics Pipeline[1] I'd also add Real Time Rendering [2] to that list. [0] http://www.pbrt.org/ [1] https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-... [2] http://www.realtimerendering.com/book.html
on “Black Book of Graphics Programming, Special Edition (1997)” ↗…choices. PBR-inspired material response models are now dominant, and I recommend Naty Hoffman's slide deck as an excellent overview of the subject [0]. I can go into more details here if wanted. Haines's Real-Time Rendering is a pretty good reference. Get familiar with math, geometry and trigonometry. I recommend "3D Math Primer for Graphics and Games" by Parberry and Dunn [1] if you need a refresher. [0] https://blog.selfshadow.com/publications/s2015-shading-cours... [1]…
on “Ask HN: What are the best resources for learning modern 3D graphics?” ↗