3D graphics for game programming / (Record no. 48857)
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000 -LEADER | |
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fixed length control field | 01698cmm a2200289 a 4500 |
001 - CONTROL NUMBER | |
control field | 46847 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | IN-BdCUP |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20230426175601.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 230426s2023 u eng |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781439827383 |
040 ## - CATALOGING SOURCE | |
Language of cataloging | eng |
Transcribing agency | IN-BdCUP |
041 ## - LANGUAGE CODE | |
Language code of text/sound track or separate title | eng |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 794.8/1526 |
100 ## - MAIN ENTRY--PERSONAL NAME | |
Personal name | Han, JungHyun |
Relator term | Author |
245 #0 - TITLE STATEMENT | |
Title | 3D graphics for game programming / |
Statement of responsibility, etc. | by JungHyun Han |
250 ## - EDITION STATEMENT | |
Edition statement | First edition |
260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
Place of publication, distribution, etc. | Boca Raton, FL : |
Name of publisher, distributor, etc. | Chapman and Hall/CRC, an imprint of Taylor and Francis, |
Date of publication, distribution, etc. | 2011 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (330 pages) |
505 ## - FORMATTED CONTENTS NOTE | |
Formatted contents note | 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? |
520 ## - SUMMARY, ETC. | |
Summary, etc. | 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 |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer graphics |
Topical term or geographic name entry element | Computer games |
Topical term or geographic name entry element | Three-dimensional imaging |
Topical term or geographic name entry element | GAMES--Board |
856 ## - ELECTRONIC LOCATION AND ACCESS | |
Materials specified | Electronic Book Resource |
Uniform Resource Identifier | <a href="https://www.taylorfrancis.com/books/9781439827383">https://www.taylorfrancis.com/books/9781439827383</a> |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Source of classification or shelving scheme | Dewey Decimal Classification |
Koha item type | E-Book |
Withdrawn status | Lost status | Source of classification or shelving scheme | Damaged status | Not for loan | Home library | Current library | Date acquired | Source of acquisition | Total checkouts | Full call number | Barcode | Date last seen | Uniform resource identifier | Bill Date | Koha item type |
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Dewey Decimal Classification | Ranganathan Library | Ranganathan Library | 07/04/2022 | Taylor & Francis | 794.8/1526 | E01451 | 26/04/2023 | https://www.taylorfrancis.com/books/9781439827383 | 07/04/2022 | E-Book |