3D graphics for game programming / (Record no. 48857)

MARC details
000 -LEADER
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
Holdings
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
    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
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