|
|
|
|
LEADER |
00000cam a2200000Mi 4500 |
001 |
OR_ocn967109436 |
003 |
OCoLC |
005 |
20231017213018.0 |
006 |
m o d |
007 |
cr |n|---||||| |
008 |
161224s2006 flu ob 001 0 eng d |
040 |
|
|
|a EBLCP
|b eng
|e pn
|c EBLCP
|d OCLCQ
|d MERUC
|d OCLCQ
|d NLE
|d OCLCO
|d OCLCF
|d OTZ
|d OCLCA
|d TYFRS
|d OCLCQ
|d OCLCO
|d OCLCQ
|d OCL
|d OCLCO
|
020 |
|
|
|a 9781482267303
|
020 |
|
|
|a 1482267306
|
029 |
1 |
|
|a AU@
|b 000061184382
|
029 |
1 |
|
|a AU@
|b 000068856800
|
035 |
|
|
|a (OCoLC)967109436
|
050 |
|
4 |
|a QA76.76.C672
|
072 |
|
7 |
|a ART
|x 046000
|2 bisacsh
|
072 |
|
7 |
|a UG
|2 bicscc
|
082 |
0 |
4 |
|a 006.693
|
049 |
|
|
|a UAMI
|
100 |
1 |
|
|a Eberly, David H.
|
245 |
1 |
0 |
|a 3D Game Engine Design :
|b a Practical Approach to Real-Time Computer Graphics.
|
250 |
|
|
|a 2nd ed.
|
260 |
|
|
|a Boca Raton :
|b CRC Press,
|c 2006.
|
300 |
|
|
|a 1 online resource (1008 pages)
|
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 and index.
|
505 |
0 |
|
|a Chapter 1 Introduction -- chapter 2 The Graphics System -- chapter 3 Renderers -- chapter 4 Scene Graphs -- chapter 5 Controller-Based Animation -- chapter 6 Spatial Sorting -- chapter 7 Level of Detail -- chapter 8 Collision Detection -- chapter 9 Physics -- chapter 10 Standard Objects -- chapter 11 Curves -- chapter 12 Surfaces -- chapter 13 Containment Methods -- chapter 14 Distance Methods -- chapter 15 Intersection Methods -- chapter 16 Numerical Methods -- chapter 17 Rotations -- chapter 18 Object-Oriented Infrastructure -- chapter 19 Memory Management -- chapter 20 Special Effects Using Shaders.
|
520 |
3 |
|
|a A major revision of the international bestseller on game programming!Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers.
|
590 |
|
|
|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Three-dimensional display systems.
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Real-time data processing.
|
650 |
|
6 |
|a Affichage tridimensionnel.
|
650 |
|
6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
6 |
|a Infographie.
|
650 |
|
6 |
|a Temps réel (Informatique)
|
650 |
|
7 |
|a three-dimensional.
|2 aat
|
650 |
|
7 |
|a computer graphics.
|2 aat
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a Computer graphics
|2 fast
|
650 |
|
7 |
|a Real-time data processing
|2 fast
|
650 |
|
7 |
|a Three-dimensional display systems
|2 fast
|
776 |
0 |
8 |
|i Print version:
|a Eberly, David H.
|t 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics.
|d Boca Raton : CRC Press, ©2006
|z 9780122290633
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781482267303/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
|
|a ProQuest Ebook Central
|b EBLB
|n EBL4742976
|
938 |
|
|
|a Taylor & Francis
|b TAFR
|n 9781482267303
|
994 |
|
|
|a 92
|b IZTAP
|