3D graphics for game programming / by JungHyun Han
Material type: Computer fileLanguage: English Publication details: Boca Raton, FL : Chapman and Hall/CRC, an imprint of Taylor and Francis, 2011Edition: First editionDescription: 1 online resource (330 pages)ISBN:- 9781439827383
- 794.8/1526
Item type | Current library | Call number | URL | Status | Barcode | |
---|---|---|---|---|---|---|
E-Book | Ranganathan Library | 794.8/1526 (Browse shelf(Opens below)) | Link to resource | Available | E01451 |
chapter 1 Modeling in Game Production -- chapter 2 Vertex Processing -- chapter 3 Rasterization -- chapter 4 Fragment Processing and Output Merging -- chapter 5 Illumination and Shaders -- chapter 6 Parametric Curves and Surfaces -- chapter 7 Shader Models -- chapter 8 Image Texturing -- chapter 9 Bump Mapping -- chapter 10 Advanced Texturing -- chapter 11 Character Animation -- chapter 12 Physics-based Simulation?
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presentsmust-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
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