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3D graphics for game programming /

"Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be cover...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Han, JungHyun
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton : Chapman and Hall/CRC, ©2011.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Han, JungHyun. 
245 1 0 |a 3D graphics for game programming /  |c JungHyun Han. 
260 |a Boca Raton :  |b Chapman and Hall/CRC,  |c ©2011. 
300 |a 1 online resource (x, 313 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Print version record. 
504 |a Includes bibliographical references (pages 311-313). 
520 |a "Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"--  |c Provided by publisher 
505 0 |a 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? 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Programming. 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional imaging. 
650 2 |a Computer Graphics 
650 2 |a Imaging, Three-Dimensional 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Infographie. 
650 6 |a Imagerie tridimensionnelle. 
650 7 |a computer graphics.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Computer graphics  |2 fast 
650 7 |a Three-dimensional imaging  |2 fast 
776 0 8 |i Print version:  |a Han, JungHyun.  |t 3D graphics for game programming.  |d Boca Raton : Chapman and Hall/CRC, ©2011  |z 9781439827376  |w (DLC) 2011007053  |w (OCoLC)702358157 
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