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The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations.
The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer’s guide, they list snippets of programming algorithms that help outline how it can be done.
Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. “The field is rapidly evolving, and so it is a moving target.” This lack of specificity doesn’t detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented.
Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation—like the gaming, medical, or military fields—or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software.