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
- Cover
- Title
- Copyright
- Dedication
- Contents
- Preface
- Chapter 1: Modeling in Game Production (1/5)
- Chapter 1: Modeling in Game Production (2/5)
- Chapter 1: Modeling in Game Production (3/5)
- Chapter 1: Modeling in Game Production (4/5)
- Chapter 1: Modeling in Game Production (5/5)
- Chapter 2: Vertex Processing (1/6)
- Chapter 2: Vertex Processing (2/6)
- Chapter 2: Vertex Processing (3/6)
- Chapter 2: Vertex Processing (4/6)
- Chapter 2: Vertex Processing (5/6)
- Chapter 2: Vertex Processing (6/6)
- Chapter 3: Rasterization (1/8)
- Chapter 3: Rasterization (2/8)
- Chapter 3: Rasterization (3/8)
- Chapter 3: Rasterization (4/8)
- Chapter 3: Rasterization (5/8)
- Chapter 3: Rasterization (6/8)
- Chapter 3: Rasterization (7/8)
- Chapter 3: Rasterization (8/8)
- Chapter 4: Fragment Processing and Output Merging (1/4)
- Chapter 4: Fragment Processing and Output Merging (2/4)
- Chapter 4: Fragment Processing and Output Merging (3/4)
- Chapter 4: Fragment Processing and Output Merging (4/4)
- Chapter 5: Illumination and Shaders (1/6)
- Chapter 5: Illumination and Shaders (2/6)
- Chapter 5: Illumination and Shaders (3/6)
- Chapter 5: Illumination and Shaders (4/6)
- Chapter 5: Illumination and Shaders (5/6)
- Chapter 5: Illumination and Shaders (6/6)
- Chapter 6: Parametric Curves and Surfaces (1/6)
- Chapter 6: Parametric Curves and Surfaces (2/6)
- Chapter 6: Parametric Curves and Surfaces (3/6)
- Chapter 6: Parametric Curves and Surfaces (4/6)
- Chapter 6: Parametric Curves and Surfaces (5/6)
- Chapter 6: Parametric Curves and Surfaces (6/6)
- Chapter 7: Shader Models (1/4)
- Chapter 7: Shader Models (2/4)
- Chapter 7: Shader Models (3/4)
- Chapter 7: Shader Models (4/4)
- Chapter 8: Image Texturing (1/4)
- Chapter 8: Image Texturing (2/4)
- Chapter 8: Image Texturing (3/4)
- Chapter 8: Image Texturing (4/4)
- Chapter 9: Bump Mapping (1/6)
- Chapter 9: Bump Mapping (2/6)
- Chapter 9: Bump Mapping (3/6)
- Chapter 9: Bump Mapping (4/6)
- Chapter 9: Bump Mapping (5/6)
- Chapter 9: Bump Mapping (6/6)
- Chapter 10: Advanced Texturing (1/7)
- Chapter 10: Advanced Texturing (2/7)
- Chapter 10: Advanced Texturing (3/7)
- Chapter 10: Advanced Texturing (4/7)
- Chapter 10: Advanced Texturing (5/7)
- Chapter 10: Advanced Texturing (6/7)
- Chapter 10: Advanced Texturing (7/7)
- Chapter 11: Character Animation (1/8)
- Chapter 11: Character Animation (2/8)
- Chapter 11: Character Animation (3/8)
- Chapter 11: Character Animation (4/8)
- Chapter 11: Character Animation (5/8)
- Chapter 11: Character Animation (6/8)
- Chapter 11: Character Animation (7/8)
- Chapter 11: Character Animation (8/8)
- Chapter 12: Physics-based Simulation (1/4)
- Chapter 12: Physics-based Simulation (2/4)
- Chapter 12: Physics-based Simulation (3/4)
- Chapter 12: Physics-based Simulation (4/4)
- References
Product information
- Title: 3D Graphics for Game Programming
- Author(s):
- Release date: February 2011
- Publisher(s): Chapman and Hall/CRC
- ISBN: 9781439827383
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