3D Graphics for Game Programming

Book description

In a presentation that balances theory and application, this text covers real-time graphics in video game development. Copiously illustraed with more than 300 figures, it allows readers to quickly understand the key aspects of real-time graphics. Authored by leaders in the field, the book explores concepts such as rendering, texturing, post-processing, and animation. Each chapter includes boxed Math Notes that enable readers to access mathematical or theoretical content without interrupting the flow of the main text and homework problems. A solutions manual is available upon qualified course adoption.

Table of contents

  1. Cover
  2. Title
  3. Copyright
  4. Dedication
  5. Contents
  6. Preface
  7. Chapter 1: Modeling in Game Production (1/5)
  8. Chapter 1: Modeling in Game Production (2/5)
  9. Chapter 1: Modeling in Game Production (3/5)
  10. Chapter 1: Modeling in Game Production (4/5)
  11. Chapter 1: Modeling in Game Production (5/5)
  12. Chapter 2: Vertex Processing (1/6)
  13. Chapter 2: Vertex Processing (2/6)
  14. Chapter 2: Vertex Processing (3/6)
  15. Chapter 2: Vertex Processing (4/6)
  16. Chapter 2: Vertex Processing (5/6)
  17. Chapter 2: Vertex Processing (6/6)
  18. Chapter 3: Rasterization (1/8)
  19. Chapter 3: Rasterization (2/8)
  20. Chapter 3: Rasterization (3/8)
  21. Chapter 3: Rasterization (4/8)
  22. Chapter 3: Rasterization (5/8)
  23. Chapter 3: Rasterization (6/8)
  24. Chapter 3: Rasterization (7/8)
  25. Chapter 3: Rasterization (8/8)
  26. Chapter 4: Fragment Processing and Output Merging (1/4)
  27. Chapter 4: Fragment Processing and Output Merging (2/4)
  28. Chapter 4: Fragment Processing and Output Merging (3/4)
  29. Chapter 4: Fragment Processing and Output Merging (4/4)
  30. Chapter 5: Illumination and Shaders (1/6)
  31. Chapter 5: Illumination and Shaders (2/6)
  32. Chapter 5: Illumination and Shaders (3/6)
  33. Chapter 5: Illumination and Shaders (4/6)
  34. Chapter 5: Illumination and Shaders (5/6)
  35. Chapter 5: Illumination and Shaders (6/6)
  36. Chapter 6: Parametric Curves and Surfaces (1/6)
  37. Chapter 6: Parametric Curves and Surfaces (2/6)
  38. Chapter 6: Parametric Curves and Surfaces (3/6)
  39. Chapter 6: Parametric Curves and Surfaces (4/6)
  40. Chapter 6: Parametric Curves and Surfaces (5/6)
  41. Chapter 6: Parametric Curves and Surfaces (6/6)
  42. Chapter 7: Shader Models (1/4)
  43. Chapter 7: Shader Models (2/4)
  44. Chapter 7: Shader Models (3/4)
  45. Chapter 7: Shader Models (4/4)
  46. Chapter 8: Image Texturing (1/4)
  47. Chapter 8: Image Texturing (2/4)
  48. Chapter 8: Image Texturing (3/4)
  49. Chapter 8: Image Texturing (4/4)
  50. Chapter 9: Bump Mapping (1/6)
  51. Chapter 9: Bump Mapping (2/6)
  52. Chapter 9: Bump Mapping (3/6)
  53. Chapter 9: Bump Mapping (4/6)
  54. Chapter 9: Bump Mapping (5/6)
  55. Chapter 9: Bump Mapping (6/6)
  56. Chapter 10: Advanced Texturing (1/7)
  57. Chapter 10: Advanced Texturing (2/7)
  58. Chapter 10: Advanced Texturing (3/7)
  59. Chapter 10: Advanced Texturing (4/7)
  60. Chapter 10: Advanced Texturing (5/7)
  61. Chapter 10: Advanced Texturing (6/7)
  62. Chapter 10: Advanced Texturing (7/7)
  63. Chapter 11: Character Animation (1/8)
  64. Chapter 11: Character Animation (2/8)
  65. Chapter 11: Character Animation (3/8)
  66. Chapter 11: Character Animation (4/8)
  67. Chapter 11: Character Animation (5/8)
  68. Chapter 11: Character Animation (6/8)
  69. Chapter 11: Character Animation (7/8)
  70. Chapter 11: Character Animation (8/8)
  71. Chapter 12: Physics-based Simulation (1/4)
  72. Chapter 12: Physics-based Simulation (2/4)
  73. Chapter 12: Physics-based Simulation (3/4)
  74. Chapter 12: Physics-based Simulation (4/4)
  75. References

Product information

  • Title: 3D Graphics for Game Programming
  • Author(s): JungHyun Han
  • Release date: February 2011
  • Publisher(s): Chapman and Hall/CRC
  • ISBN: 9781439827383