3D graphics for game programming /
Han, JungHyun
3D graphics for game programming / by JungHyun Han - First edition - Boca Raton, FL : Chapman and Hall/CRC, an imprint of Taylor and Francis, 2011 - 1 online resource (330 pages)
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
9781439827383
Computer graphics
Computer games
Three-dimensional imaging
GAMES--Board
794.8/1526
3D graphics for game programming / by JungHyun Han - First edition - Boca Raton, FL : Chapman and Hall/CRC, an imprint of Taylor and Francis, 2011 - 1 online resource (330 pages)
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
9781439827383
Computer graphics
Computer games
Three-dimensional imaging
GAMES--Board
794.8/1526