000 01698cmm a2200289 a 4500
001 46847
003 IN-BdCUP
005 20230426175601.0
008 230426s2023 u eng
020 _a9781439827383
040 _beng
_cIN-BdCUP
041 _aeng
082 _a794.8/1526
100 _aHan, JungHyun
_eAuthor
245 0 _a3D graphics for game programming /
_cby JungHyun Han
250 _aFirst edition
260 _aBoca Raton, FL :
_bChapman and Hall/CRC, an imprint of Taylor and Francis,
_c2011
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
942 _2ddc
_cE
999 _c48857
_d48857