Programming Books
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Used price: $70.50

A Graphics Must HaveReview Date: 2004-11-03
Simply the best on modern rendering algorithms and codeReview Date: 2005-11-23
CHAPTER 01. INTRODUCTION
This chapter talks briefly about all kinds of topics related to ray tracing. It also talks about how to understand the code in the book and the book website.
CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
This chapter is pretty basic computer graphics stuff. It talks about coordinate systems, vectors, arithmetic, scaling, dot and cross products,etc. Applying transformations via matrices is also discussed as well as the representation of points, vectors, normals, rays, and bounding boxes.
CHAPTER 03. SHAPES
More basic computer graphics continues with discussions on spheres, differential geometry, cylinders, and disks, paraboloids, triangles and meshes, and the representation and bounding of all of these shapes.
CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
This chapter is about accelerating the speed of your graphics through grid acceleration, tree construction and representation, and object instantiation.
CHAPTER 05. COLOR AND RADIOMETRY
XYZ color system is discussed along with radiometric integrals including integrals over projected solid angles, integrals over spherical coordinates, and integrals over area. Beginning in this chapter the math becomes more advanced.
CHAPTER 06. CAMERA MODELS
Projective camera models are discussed along with orthographic, perspective, and environment camera models. This information will already be familiar to students of computer vision.
CHAPTER 07. SAMPLING AND RECONSTRUCTION
Frequency domain techniques are discussed starting with the Fourier transform and ideal sampling and reconstruction. Also, antialiasing techniques are explained.
CHAPTER 08. FILM AND THE IMAGING PIPELINE
This chapter talks about topics such as luminance, photometry, bloom, and imaging pipeline stages.
CHAPTER 09. REFLECTION MODELS
The various reflection models are discussed including specular, Fresnel, Lambertian, Oren-Nayer disfuse reflection, and the Lafortune model.
CHAPTER 10. MATERIALS
Matte, plastic, bump mapping, and other material effects are explained very well.
CHAPTER 11. TEXTURE
We return to frequency models some in this chapter. The texture sampling rate, filtering functions, and mapping in spherical, cylindrical, and planar form are explained. Procedural textures are also discussed including the famous Perlin noise, marble, and windy waves.
CHAPTER 12. VOLUME SCATTERING
This chapter is considered more advanced material, and discusses volume scattering processes, absorption, emission, in and out scattering, phase functions, exponential density, and volume aggregates.
CHAPTER 13. LIGHT SOURCES
All kinds of light sources are described including point lights, spotlights, texture projection lights, distant lights, area lights, and infinite area lights.
CHAPTERS 14 and 15 both discuss Monte Carlo integration techniques including improving efficiency.
CHAPTERS 16 and 17 are about light transport. The first chapter is about surface reflection and the second is about volume rendering.
CHAPTER 18. SUMMARY AND CONCLUSION includes a design retrospective, a discussion of abstraction versus reality, and design alternatives including triangles only and streaming computation.
APPENDIXES- These include sections on utilities, scene description interface, input file formats, an index of code fragments, an index of classes and their members, and finally an index of identifiers.
indispensibleReview Date: 2007-05-12
It's strong point is a complete running GI engine. However the literate programming style used in the book meant a lot of time I cannot read a subject by itself. The use of abstract interfaces sort of force you to use the class browser to follow the logic. You pretty much have to read it from the beginning. The quality of the code contained goes beyond the usual standard of code published as examples. It contains a rather sophiscated random number generator. Its treatment of LDS plus sampling and recontruction in general is excellent. It is the only source that shows how to implement Li's algorithm to generate random rays to sample a sphere. Same goes for Malley's. Shirley and Chui's concentric sampling method is hidden in the appendix of a old Siggraph paper.
The book also has code to sample and model most of the common light sources. Which is surprisingly non-trivial.
I highly recommend this book but it does require a certain level of commitment to get the most out of this book. The chapters on sampling, ray differential, texture filtering, light transport I consider must reads for all graphics programmer even though you might not be working on ray tracing.
Excellent resource - thorough and well-writtenReview Date: 2006-08-08
It's written in the context of their particular implementation of a working raytracer, using the fweb programming/documentation system, where basically the program source and the documentation are written as one document. I've always thought this was academic nonsense as far as writing real code in a production environment, but it turns out to be an EXCELLENT way to write a book or code intended for a learning environment.
This strikes the perfect balance between explaining the theory thoroughly and showing how the ideas can be implemented in a real, functional raytracer. They avoid the trap of many other book that focus on a particular implemention, by not getting too bogged down into pecularities of their system.
The source code itself also stands out as a strong point. There are so many books out there with poorly written and unorganized code that you'd never want to read, much less try to work in. The code is well organized, and the coding style easy to read. It's one of the few books I own that contain source code where I actually read the source code and it added something to my experience. I wish everybody who wrote about programming was actually a decent programmer and not just a mathemiticion.
This book has academic rigor and but also well-written explanations. I'm still learning a lot from it. I expect to refer to it frequently over the next years as we (in the video game industry) take more concepts from raytracers and apply them to real-time graphics, as the processors get more and more powerful.
You probably should not be an absolute newbie when it comes to basic 3D math and things like vectors and basic graphics concepts before buying this book. The authors use some calculus, too, if that scares you off.
Six stars out of fiveReview Date: 2004-11-16
It is not a survey-type book, instead of trying to describe every possible method out there, the authors have concentrated on a few selected techniques, that are not only good (modern, fast, easy to implement, etc.), but also have some pedagogical merits and can serve as a gentle introduction to the world of ray tracing and digital image synthesis. Despite focusing on selected areas, the authors managed to squeeze here in an amazing amount of material. Among other topics, this book covers: subdivision surfaces, ray-primitive intersection acceleration techniques (3D DDA and kd-tree), color and radiometry, anti-aliasing, tone mapping, physically based reflection models, texture mapping (including texture anti-aliasing using ray differentials), area lights and HDR Image Based Lighting, volume scattering and much more.
A large part of the book has been devoted to the light transport and Monte Carlo techniques. One can find there an introduction to the theory of Monte Carlo estimation (including selected methods for reducing variance and computation time, like Russian roulette, multiple importance sampling or stratified sampling) and explanation of important light transport equations (rendering and transfer equations).
Finally the authors have described (and implemented) several solutions for the rendering equation: Whitted-style recursive ray tracing, direct illumination estimation, path tracing, irradiance caching and photon mapping.
However, it is not only the vastness of the material covered in this book, that causes this volume should be praised so highly. Perhaps, the style, in which this book has been written, is even more impressive. For each of the topics, the authors start with what is usually known as "dry math and theory", and then show how it is supposed to work as an algorithm (including its dirty details) and finally they explain how to turn this algorithm into C++ code. Each of those transitions concentrates on a small portion of the problem, so it is still easy to understand. Anyone, who had to turn a SIGGRAPH paper into something that works, will immediately recognize what kind of gem this book is - it actually shows how to do it!
This brilliant blend of theory and practice is one of its brightest spots, for learning the theory and math formulas is one thing, but writing a working, robust implementation is completely another.
Those, who prefer studying sources, will get source code of a very good, physically based, extensible ray tracer (called pbrt) with the best documentation one could ever imagine. Documentation that gives the rationale for almost every line of code. It shows not only how they did it, but also why they did it that way.
It is not the only book, that one will ever need - computer graphics is a vast topic - too big to be covered in a single volume, even as huge as this one. However, it is certainly one of the books that everyone interested in photorealistic rendering should buy. The price of this book is really low, if you think about it as of an excellent, first-rate computer graphics course.
Aimed at students, researchers and people interested in computer graphics algorithms, it is an indispensable book for anyone willing to write his own photorealistic (not necessarily physically based!) ray tracer and learn more about computer image synthesis.

Used price: $17.50

Readable, informative, and well organizedReview Date: 2000-05-01
Guide for the Newbie, Reference for the ProReview Date: 2001-03-14
This book may be too complicated for somebody unfamiliar with C programming. But, if you know the language, it provides all the basics to successfully create software on a POSIX system. The first half of the book elaborates on how to do things in POSIX. Lewine does not assume that the reader knows anything about UNIX. Plenty of example code clarifies the the theory. All the examples are heavily annotated. One cannot *not* learn the POSIX programming paradigm from this book.
For real-time programming, information about POSIX.4 was needed, and I gleaned this from Gallmeister's PROGRAMMING FOR THE REAL WORLD: POSIX.4, also an O'Reilly book. Once through these books, code began to flow from my keyboard. The QNX library manuals made far more sense.
As an "expert" (I've been doing this for about 5 years), I still refer to the back of Lewine's book. The last half is a reference to the POSIX library functions. Although I haven't done much programming under LINUX, I presume this would be a useful reference for that O/S. The latter half of the book documents the function calls at least as well as any manual for a C programming library that I've ever seen. I've gotten to the point where this book mostly sits on my shelf--but it's comforting to know that when I can't remember the arguments for sigprocmask(), I can take it down and find the answer quickly.
Best Way to Write Portable ProgramsReview Date: 2002-02-01
Write once, compile everywhere. Yes, compile, because a compiled
program runs 80 times as fast as an interpreted program. Now comes
the gotcha: different compilers come with different libraries.
C source written for HP-UX might look different from C source written
for Solaris, which might look different from C source written for AIX
or Linux. What features of the language should we use? What library
calls should we use? Answer: Use ANSI C with IEEE 1003.1 POSIX
standard library calls. This gives you the most bang for your buck,
because nearly all C compilers support these standards. Write your
code on one platform, compile it on the other platforms. If you
conform to the POSIX standard, you will minimize your porting
headaches. Follow this book and you'll conform to the standard.
Readable, informative, and well organizedReview Date: 2000-05-01
Guide for the Newbie, Reference for the ProReview Date: 2001-03-14
This book may be too complicated for somebody unfamiliar with C programming. But, if you know the language, it provides all the basics to successfully create software on a POSIX system. The first half of the book elaborates on how to do things in POSIX. Lewine does not assume that the reader knows anything about UNIX. Plenty of example code clarifies the the theory. All the examples are heavily annotated. One cannot *not* learn the POSIX programming paradigm from this book.
For real-time programming, information about POSIX.4 was needed, and I gleaned this from Gallmeister's PROGRAMMING FOR THE REAL WORLD POSIX.4, also an O'Reilly book. Once through these books, code began to flow from my keyboard. The QNX library manuals made far more sense.
As an "expert" (I've been doing this for about 5 years), I still refer to the back of Lewine's book. The last half is a reference to the POSIX library functions. Although I haven't done much programming under LINUX, I presume this would be a useful reference for that O/S. The latter half of the book documents the function calls at least as well as any manual for a C programming library that I've ever seen. I've gotten to the point where this book mostly sits on my shelf--but it's comforting to know that when I can't remember the arguments for sigprocmask(), I can take it down and find the answer quickly.

Used price: $40.00

POSIX is IEEE/ISO/IEC standards.Review Date: 2008-03-19
But now ISO have another oerating sysm standard, OSEK OS.
OSEK OS is more slight, simple and real time oriented.
Why Posix is not so portable and not so Open.
NIST made a POSIX Test Suite based on old POSIX standard.
But where is POSIX Test Suite based on new POSIX standard.
This book was based on old POSIX.
So, you can understand this with NIST posix test suite.
Intro & Reference to Real-Time POSIX S/W DevelopmentReview Date: 2001-03-14
Chapter one provides an overview of the problems this book addresses. The second chapter examines POSIX, POSIX options, and POSIX namespaces. Chapters 3 - 6 define real-time problems and POSIX.4 solutions. Chapter 7 considers the issues of real-time performance.
Gallmeister provides many example code fragments to illustrate his points. He would have done better to have annotated his examples, instead of writing a number of descriptive paragraphs after each fragment. A particularly useful feature is his discussion of "current UNIX practice."
Overall, this book provides a reasonable introduction to the concepts of real-time programming, and a number of "recipe" examples for the POSIX environment. Recommended if you'd like to develop real-time skills or need a reference work on the subject. I found it useful learning to develop QNX software, even though QNX implements a number of "optional" features differently.
Perfectly writtenReview Date: 2002-08-10
Unlike one reviwer mentioned below - I dont think he has read any part of the book - this is not an "reasonable introduction" at all. This is an in depth handling of the topic.
The BestReview Date: 2003-01-16
This book was written just before the POSIX4a standard was completed, so no PThreads are covered.
As long as you're not expecting PThreads coverage, you won't be disappointed. Most of the topics you need to know about mutli-threaded programming (besides PThreads) are here.
Excellent guide to real-time POSIXReview Date: 2002-02-04
All explanations in the first part are very clear and complete. Writing style resembles the best programming books (like those from K&R or R.Stevens). At the same time everything is given in a distilled manner without unnecessary water, so that you might handle the stuff surprisingly fast.
The second part is less valuable since all this material can be found in UNIX man. But if to see it as just a free bonus for the 1st part it is not bad at all. In any case having printed manuals is quite useful.
Sample code in the appendix is also interesting to look at.
Actually I didn't notice any considerable drawbacks in the book and recommend it to everyone interested in the subject.
The prerequisites are minimal. You should know C and be familiar with the basic UNIX/POSIX API (like working with files, etc.). The next reading is obvious - some book on POSIX threads (I'd recommend one by Mr. Butenhof).

Used price: $31.29

Solid in-depth coverage - not for the feint of heartReview Date: 2008-05-08
If you are into MySQL then GET THIS BOOK!Review Date: 2007-07-09
I wanted something more challenging that covered topics like clustering, backups, etc.
This book dives deep into MySQL database use and design, including detailed information on indexes, optimizations, etc.
Very good read. I totally recommend this book.
cbmeeks
Great Expert OverviewReview Date: 2007-03-08
Expand your MySQL horizonsReview Date: 2006-05-29
As much as it is possible to make a book on data processing, much less database innards interesting and captivating reading, the author has done an excellent job in this regard.
Overall, a must reading for any MySQL developer looking into enhancing his/her skills.
Best book to learn Advanced MYSQLReview Date: 2006-08-28
The author starts in with reviewing how business requirements and the software development cycle can be part of database development. This a great chapter for people like me who would like to learn how different approaches are taken from different IT perspectives in a team environment (business analysts, application developers, and project managers) This chapter gives you a good understanding of how the other side thinks.
The next chapter focuses on the importance of proper indexing and strategies as pertaining to data storage. Because once your databases reach to the multiple gigabits of storage space, you need to very focused on how long each request takes. A few seconds here and there begin to add up and can cause serious issues if not taken into consideration early in your database design. Like me who only deals with small to an occasional medium-size database I never really had to think about this before.
The next chapter focuses on transaction processing in MYSQL which is one of the more difficult concepts for many and I am in the process now of reading it. I really like the author's explanations and examples. Each point is explained thoroughly and in an easy to read manner.
The rest of the book goes into more advanced topics (system architecture, benchmarking and profiling, security, replication and clustering) as well as giving more detail and explanation to topics that may only be briefly covered in other MYSQL books (stored procedures, functions, and views).
If you already know the basics of MYSQL and want to really advance your knowledge with "real-world" scenarios, this is the book for you.

Used price: $4.25

Too few fans?Review Date: 2008-05-16
Comparison between this and another bookReview Date: 2008-05-03
Windows Presentation Foundation Unleashed (WPF) (Unleashed) by Adam Nathan
and
Pro WPF: Windows Presentation Foundation in .NET 3.0 by Matthew MacDonald
I have been using both of these books for learning WPF. What I like about "WPF Unleashed" is the quality of the pages with the color printing. I believe this higher quality is a great step in the right direction and I know a lot of developers appreciate good quality printing such as this. But as good as the printing is I still find myself spending more time in the "Pro WPF" book.
I think it has to do with the flow of the book and how the information is presented to the reader. I'll do my best to explain my experience. In the "Unleashed" book I found myself reading a bit of knowledge, looking at the example, try to work with it in Visual Studio and struggling. Then going back over the knowledge, going to the internet, find out some more, work with it in Visual Studio, back to the book and in some cases giving up because I couldn't achieve some result.
In the "Pro WPF" book though I didn't have this happen nearly as much. In the Pro book it had a really nice flow to it where he would present some basic information, give and example, present some information, give an example. So here I found myself reading some knowledge, do it in Visual Studio like his example, read some knowledge, do it in Visual Studio. I didn't have to reread nearly as much and the knowledge seemed to build upon itself nicely; taking you from simple to more complex. He was really good at NOT introducing newer topics (WPF class/methods) that he hadn't already covered.
The books work well together though and that's how I used them. I use the "Pro WPF" as my main and the "Unleashed" book for more examples.
The "Pro WPF" book has also been updated since publishing and split into two books for C# and VB.NET in .NET 3.5:
Pro WPF in C# 2008: Windows Presentation Foundation with .NET 3.5, Second Edition (Books for Professionals by Professionals)
Pro WPF with VB 2008: Windows Presentation Foundation with .NET 3.5 (Pro)
I haven't read these books yet so I cannot comment on them. I just wanted to include them as a note to the reader.
I highly recommend this book for WPF developers or designers Review Date: 2007-07-06
But I saw Pro WPF: Windows Presentation Foundation in .NET 3.0 on Amazon and decided to investigate the possibility that I need to have it. After reviewing the TOC I still wasn't sure. But after downloading the code from Apress I was sold. I have been a fan of Matthew MacDonald for some time. He has definitely worked his magic on this title.
Some of the highlights I like:
His in-depth coverage of printing.
His Custom Elements chapter.
His approach with 3-D drawings makes extensive use of the 3DTools from CodePlex.
The chapter on using ClickOnce with WPF.
Everything is gone into in depth. This is not a brush over the topic book.
The usability of the code makes the book all that much more valuable.
He also has a great site named ProseTech that has a companion site for the book. It contains all the links found in the book
For extreme coverage of Expression Blend you will have to by a book specifically on Blend. Too bad no good ones exist yet. One I have seen that is out has bad reviews. None of the books I have listed above cover Blend in-depth at all. The Wrox book has 2 high level chapters on it, but I have been playing with Blend 2 a lot and find myself in the XAML most of the time because I don't know how to get to what I want to do in Blend. On that note, this book is excellent for showing you how to work XAML to the maximum.
This book also does not cover Silverlight. It is a book about Windows Applications, not Browser Applications.
I highly recommend this book as addition to any developer's or designer's (those who need to know XAML) library. It was definitely worth buying.
Great book to learn about WPFReview Date: 2008-01-14
This book introduces the developer to the WPF (Windows Presentation Foundation), which is a new graphical display system for Windows. This book is well written from beginning to end, and takes the developer through the process of learning how to utilize the capabilities of WPF. The author provides references to outside sources throughout the book. These either provide a more in depth look at the current topic, or point to a tool that would be useful. The author introduces WPF in a manner that lets developers of any level understand what WPF is and the benefits of using WPF. Then chapter by chapter he provides instructions and examples that take the developer through the learning process about WPF.
System Requirements;
* To run WPF applications, you must be running Windows Vista or Windows XP with Service Pack 2.
* To create WPF application, you must have either Visual Studio 2005 with .NET 3.0 and the WPF extension, or Visual Studio 2008.
The early part of the book is about the basics in and about WPF. The author gives basic, but understandable examples that lead the developer in a growing understanding of WPF. Once the developer has the basics of WPF down, the author begins to build on this base.
One of the basics covered is the creation of the Application object. This is the foundation for all the code throughout the book. Another basic operation covered is the layout of the forms. WPF provides the ability for Windows forms to dynamically grow and resize based on data and language, similar to Web Forms. It takes more work to set up a form, but it will give the user a much better experience in using it.
Now that the developer has the basics, the author moves along the path for using them. The developer is introduced to the WPF controls and how to develop with them. There are a number of features added to familiar controls. Some examples include: Tooltips can now contain both images and text. Multi-line text boxes can grow dynamically and text does not have to always break where it fits the textbox edge. You can add a dynamic spell check to textboxes.
There is a chapter on building control templates or modifying existing controls. This feature appears to be more powerful, and quicker than the old method of building a new specialized control from scratch.
The following topics are part of what is covered as the book continues. Data Binding to a database, Printing, Animation, Sound and Video and 3-D drawing.
The author wraps the book up with a short tutorial on using the ClickOnce Deployment. If the developer has already learned to use the ClickOnce Deployment, this chapter can be skipped. However, it is a useful conclusion to the book if the developer has not yet used the ClickOnce Deployement.
The book is pretty detailed. This review only touches on a few of the highlights from the book that specifically caught the reviewer's eye. It is worth adding to any developers library if they are looking to do new development for Windows Vista or Windows XP SP2.
Clear and Comprehensive Coverage of WPFReview Date: 2008-01-20
Without detracting from the other books that I admire, I think if one book does come closest to being a one-stop source then possibly it is this one. Coverage of topics is comprehensive, detailed and accurate. At just under 1000 pages it's definitely a heavyweight, although you're unlikely to want to be parted from it long enough to use it as a doorstop.
The author's writing style is clear and friendly without being patronising. If I have a gripe about the book, it's the same complaint I've been making since the middle of 2007 - this is yet another WPF book that only has code behind samples in C#. However I understand that there will be a VB2008 version out early in 2008.
Of the books I have on WPF, I turn to this one early in most researches. I consider this book to be a good investment. I have several of Matthew MacDonald's earlier books, which I have always found relevant, well-written and useful; this book is in the same mould.

Used price: $21.09

Suprising -- Great BookReview Date: 2007-01-21
Sometime later, I needed information on Code Access Security, and off the shelf it came. I later needed information on Assembly evidence, and down it came again. Next, was a need for .Net cryptographic and secure programing documentation -- it came down from the shelf and hasn't gone back again.
This is one of those books you need to live with for a time before you realize how great it is. I turn to it 2 or 3 times a week, and regularly carry it back and forth from the office. I've discovered embedded in it's pages are program perls, tips, and background information. It has become and invaluable refefence -- one I whole heartedly endorse.
Great .NET Security BookReview Date: 2006-01-27
To follow, there are an additional 6 chapters that are devoted to cryptography, including sections on providing your own symmetric and asymmetric encryption algorithms. I would highly recommend this book to any developer working in the .NET Framework, regardless of skill; you will take something away from this book.
Don't think twice, just buy this bookReview Date: 2005-08-07
Best .NET security book I've seenReview Date: 2003-12-08
I get really excited about a book when it contains a lot of good information and I am able to actually use it to solve real-world problems. After reading this book, I was able to help solve a really tricky (and politically challenging) security issue quite quickly. If you have anything to do with your company's security systems or write any .NET code, I think this book deserves a place in your reference section. This is certainly the best book on .NET security I have read thus far.
Required reading for .Net ProgrammersReview Date: 2003-09-30
The bottom line, we are awash in bad code and the vulnerabilities that result are the fundamental reason there are so many exploits. When you consider that in the scale of a federated system it is not a pretty thought. Someday there will be building codes for software, but in the meantime, if you are a responsible citizen of this planet and you are involved in .Net development, buy your coders this book. Invest the time to be able to quiz them and do so. Make sure they understand the issues, especially with Chapters 18 and 19, ASP.NET and COM+.

Used price: $0.92

Wordy, but worth the read!Review Date: 1998-12-02
My only complaint is that some of the sections are too wordy and redundant.
Essential for Web AdministratorReview Date: 1999-08-20
A MUST OWN BOOK!Review Date: 1998-12-09
Required readingReview Date: 1999-10-27
Best Source of Info AvailableReview Date: 1999-09-03

Used price: $31.47

One of the best RenderMan book available on earth !!!Review Date: 2008-06-24
This one is impressed me!
The authors explain step by step and that make readers understand RenderMan more.
Same as other reviews, lacking of CD is the shame.
However, overall still be very good to me.
And if you consider the price is very worth for money.
That's why I think this book should be given 5 stars.
Hopefully, There will be more good RenderMan books available soon.
Tee
Excellent resource for learning how to write RenderMan shadersReview Date: 2008-05-13
The Wait is Over!Review Date: 2008-04-05
Let's face it, trying to learn Renderman online is like trying to ride a bike with a flat tire. You can go, but not very fast or very far. I own several other renderman books but found them to be a bit out of date and lacking in areas. Since leaving school and entering into the industry I had actually been considering writing a Renderman book myself. I am glad to say that now I don't have to!
I have been enjoying my copy of the book since december of last year. I admit that I was thrown off by all the refrences to the accompanying cd, as well as a few typos throughout. I was overjoyed however to find the website today! This is the book that I have needed for a long time. It is well worth what you pay for it.
A Complete Crash Course!Review Date: 2008-02-24
Given the limited library of Renderman books, I'd call this an absolute must have for any Lighting/Rendering/Shader TD, or any artist or technical director involved in the look development and shot finaling pipelines.
Even if you haven't yet worked within a Renderman pipeline, this is the perfect publication to introduce you to, and bring you up to speed in, the Renderman Shading Language (RSL).
I've found that the majority of technical manuals suffer from a number of common flaws:
1. The information is presented chaotically, and with minimal use of examples or descriptions, resulting in a publication that would readable only by those that already know everything it has to teach.
2. The information is presented so laboriously that what should take a paragraph instead takes up three chapters.
The Renderman Shading Language Guide is perfectly paced for beginners and intermediate users alike, and indeed when I showed the book to a couple of highly experienced Renderman TDs, they were surprised by the sheer volume of information and ordered copies for themselves.
Everything is presented in short blocks with an easily readable description, examples, shortcuts and conclusions. There is no unecessarily complicated geek speek, and neither is the reader treated like a 4 year old.
Even though I barely remember my high school math, and in the most flattering estimation I'd be considered a competent beginner when it comes to the math involved in RSL, I found the examples relatively easy to follow for the most part. And in those parts where the math went well over my head, I found the simple descriptions and concise, well explained instructions to be all I needed to quickly understand the topic.
From cover to cover this book is crammed full of useful information. There is no wastage of space in these pages. It seems that every conceivable question is answered - every possible topic covered from introduction to an advanced level of understanding and a practical and immmediately useful conclusion.
And at the price? This book is a steal.
One very minor complaint I would make is in regards to the occasional typographical error. An equation or two is printed with "?" in place of "*" or another symbol, and there are a few spelling and grammatical errors. But as I said, it is a minor complaint.
Also, I would have liked to have seen more complete shader examples demonstrated in a step-by-step process, as while this book is overflowing with informative mini-tutorials, it all seems a little incongruous. It would have been good to see a few more examples where the information was brought together in real-world ways to create some amazing completed shaders. Perhaps in a sequel? ;)
All in all, HIGHLY RECOMMENDED, from an industry Lead Lighting TD.
9.5/10
In depth informationReview Date: 2008-01-18
At the same time, this isn't a book for dabblers. To get much out of the RenderMan Shading Language Guide, you need to be willing to put some effort and practice into it. This is a textbook and needs to be treated as a subject of study, rather than a casual enhancement for playing with CGI. If RenderMan intrigues you, but you don't want to get too deep into the technical (and programing/scripting) aspects, you'd be better off getting Pixar's RenderMan for Maya and a Digital Tutors or similar training DVD. You'll learn more of the simple, day-to-day things and get started making renderings faster.
As another poster mentioned, the text mentions an included disk which isn't. The website doesn't have downloads either. That omission would knock the book down to 4.5 stars, but since I can't rate with half-stars, 5 stars more accurately reflects the value of the book than 4.

Used price: $2.02

Wonderful Book!!!Review Date: 2008-03-09
I hope Mr. Kohler does a revised and updated edition of this book. The information in it is too good to be allowed to just fade away. I'll definately buy an updated copy.
Just one comment to the author Chris Kohler should he read this review: How about a hack about the Scot Adam's text adventure series for the section of your book on Text Adventure games? Scot Adam's was big in the early 80s.
Thanks!
A good fun read and great projectsReview Date: 2006-11-13
Write and use retro-style gamesReview Date: 2006-03-17
How cool is this!Review Date: 2006-02-02
The bulk of the hacks are focused on emulators - how to get them, how to use them, etc. Which means that you will be Retro-gaming on your PC. Before I nabbed this book, I thought that would be a slightly less than awesome experience. Mainly because the controls leave a lot to be desired (who wants to use a keyboard to play Satan's Hollow.) But thanks to one of the hacks, I now know where to go to get retro game controllers that fit right into your PC.
While retro-gaming on the PC is the the focus of the book, it by no means describes all the content. There is tunds of cruncy goodness in here on obtaining old platforms and cartridges, to hacking your old cartidges / games into your modern platform.
All in all a joy to read, and even more fun to implement. Pick it up! Its a good 'un.
HACKING YOUR WAY TO FUN!!Review Date: 2006-05-26
Kohler, begins by showing you how to play the real thing, setting up classic game systems, fixing broken hardware, and getting good deals on buying games. Then, the author covers new hardware and software that plays old games, whether on an all-in-one joystick or on the PalyStation 2. He continues by covering MAME from all the angles, learning how to play classic arcade games on the PC and other platforms. Next, the author shows you how to play classic console games. Then, the author brings back those classic computers, showing you how to set them up or emulate them. He also shows you how to play with text adventures. Then, he shows you how to get DOS games to work properly under modern operating systems, or even get DOS up and running again. The author continues by showing you how to play at game design. Finally, the author shows you how to hack around inside games, exploring glitches and bugs to your advantage.
The author of this most excellent book shows you how to emulate classic games on everything from cell phones to computers. More importantly, after reading this book, you will have everything you need to have to rediscover classic games in style.

Used price: $21.00

Great way to learn XSLTReview Date: 2007-12-18
Fantastic ExamplesReview Date: 2006-01-08
Pros:
Topic flows very well. Author was able to explain each topic without asking reader to refer to upcoming forward chapters. Best part of this book are the examples. They are relevant and short and sweet enough to understand. Best of all, there are lots of examples. The author doesn't just slap them on the page and tell you to figure it out yourself. The author walks the reader thru them.
Cons:
Some areas reads like a technical manual.. causing me to reread sentences over and again. But that said, the book still comes across as tutorial friendly (You figure that out.).
Comparisons:
I rate the book 5 stars. I own Beginnning XSLT 2.0 by Tennison, XSLT 2.0 by Kay, and Mastering XSLT by White. My opinion is that XSLT in 21 days is the best book to get you to learn it the quickest because of the author's superb examples.
Great Book for BeginnersReview Date: 2006-07-25
Excellent place to startReview Date: 2004-07-21
To complete the book's lessons, you'll need to download and install one of the free XSLT parsing engines listed in the book. Alternatively, I used the jEdit free text browser and its associated XSLT plugin to run the examples.
I don't believe in assigning five stars, or I would have for this book.
Best for BEGINNERS !Review Date: 2003-12-03
quickly takes you to the point where you can put knowledge from the book to work;
ALSO - it is very easy to follow the Book on the road BECAUSE it explains exactly what each line of code in examples does;
Very thourough analysis and not much mumbo-jambo (as in xslt for dummmies book)
Related Subjects: Threads Application Builders Games Agents Graphics Compilers Software Testing Operating Systems Memory Management Component Frameworks Metaprogramming Internet Databases Libraries Drivers Disassemblers System Specific Contests Languages Methodologies
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advanced features like photon mapping, volume scattering, path tracing,
etc. The scope of the material it covers is stunning. It starts from the
basics of topics like 3D geometry and ray/object intersections and then
builds up to explain reflection models, advanced texturing techniques, and
then light transport algorithms.
It has excellent discussions of the theory and underlying math of physical
rendering blended (rather well) with very very useful practical
implementations of the theory. The leap from theory to implementation is
often difficult to do, and to do well or efficiently even more difficult.
(The ray acceleration code alone is worth it's weight in gold.) This is an
indispensable book for anyone who wants to write their own ray tracer or
learn more about the latest techniques used in photorealistic rendering.