000 | 01698cmm a2200289 a 4500 | ||
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001 | 46847 | ||
003 | IN-BdCUP | ||
005 | 20230426175601.0 | ||
008 | 230426s2023 u eng | ||
020 | _a9781439827383 | ||
040 |
_beng _cIN-BdCUP |
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041 | _aeng | ||
082 | _a794.8/1526 | ||
100 |
_aHan, JungHyun _eAuthor |
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245 | 0 |
_a3D graphics for game programming / _cby JungHyun Han |
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250 | _aFirst edition | ||
260 |
_aBoca Raton, FL : _bChapman and Hall/CRC, an imprint of Taylor and Francis, _c2011 |
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300 | _a1 online resource (330 pages) | ||
505 | _achapter 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 | _aDesigned 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 | _aComputer graphics | ||
650 | _aComputer games | ||
650 | _aThree-dimensional imaging | ||
650 | _aGAMES--Board | ||
856 |
_3Electronic Book Resource _uhttps://www.taylorfrancis.com/books/9781439827383 |
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942 |
_2ddc _cE |
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999 |
_c48857 _d48857 |