This book provides an overview of the skills needed to create 3D graphics for game programming (although many of the skills would translate to a broader 3D graphics context). …
The book covers pretty much every important facet of the topic … This could certainly be used as a text for advanced undergraduates interested in game programming. … Professionals interested in learning game programming might also find the text helpful.
Features
- Presents the theory and mathematics of real-time graphics and its applications to game design
- Provides boxed MathNotes that can be accessed as required without interrupting the flow of the text
- Includes homework problems and more than 300 detailed figures
- Offers ancillary material on a companion website
Book Description
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics.
Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections.
Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the book, are available on the book’s website: http://media.korea.ac.kr/book.
Table of Contents
- Modeling in Game Production
- Vertex Processing
- Rasterization
- Fragment Processing and Output Merging
- Illumination and Shaders
- Parametric Curves and Surfaces
- Shader Models
- Image Texturing
- Bump Mapping
- Advanced Texturing
- Character Animation
- Physics-based Simulation
- References
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