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cr unu|||||||| |
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131028s2011 flua ob 000 0 eng d |
040 |
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|a UMI
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019 |
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|a 958798791
|a 1129367442
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|a 1439827370
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|a 9781439827376
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|a 9781439827383
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|a 1439827389
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|z 9781439827376
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|a 10.1201/9781439827383
|2 doi
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|a AU@
|b 000052162545
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|a (OCoLC)861618452
|z (OCoLC)958798791
|z (OCoLC)1129367442
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|a CL0500000325
|b Safari Books Online
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|a QA76.76.C672
|b H36 2011
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|a GAM
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|a 794.8/1526
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|a UAMI
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100 |
1 |
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|a Han, JungHyun.
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245 |
1 |
0 |
|a 3D graphics for game programming /
|c JungHyun Han.
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260 |
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|a Boca Raton :
|b Chapman and Hall/CRC,
|c ©2011.
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300 |
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|a 1 online resource (x, 313 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Print version record.
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504 |
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|a Includes bibliographical references (pages 311-313).
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520 |
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|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
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505 |
0 |
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|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?
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
|
0 |
|a Video games
|x Programming.
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650 |
|
0 |
|a Computer graphics.
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650 |
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0 |
|a Three-dimensional imaging.
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650 |
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2 |
|a Computer Graphics
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650 |
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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
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650 |
|
7 |
|a three-dimensional.
|2 aat
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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
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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
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781439827383/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a Askews and Holts Library Services
|b ASKH
|n AH24132991
|
938 |
|
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|a EBSCOhost
|b EBSC
|n 1763291
|
938 |
|
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|a Taylor & Francis
|b TAFR
|n 9781439827383
|
938 |
|
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|a Taylor & Francis
|b TAFR
|n 9780429192050
|
938 |
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|a YBP Library Services
|b YANK
|n 12368047
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|a 92
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