I’m not one to rant and rave about books (that’s a blatant lie), but it rare that I find a textbook so intriguing and useful that I find myself wanting to sing its praises. When you start researching topics like game rendering, there’s quite a few specialy words that often get thrown around like anisotropic filtering, or parallax texture mapping which all sound like complete bollocks when taken out of context. However many books like the OpenGL SuperBible or similar, will teach you how to do effects like this, but they don’t cover the theory behind them, and the implementation of the effect is invariable tied to the hardware or API that the book was written for. This book is a theory book, and the concepts are explained at detail, but it’s up to you to implement them, no copypasta from the examples in the book.
I picked up this book for some insight into some advanced rendering techniques, and so far it has delivered, the book is written in a very readable manner, and is much easier to read and understand than many books I have read thus far. Also, the book has sackpersons(sackpeople?) on it, which make everything better.
