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.