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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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Bibliographic Details
Call Number:Libro Electrónico
Main Author: Han, JungHyun
Format: Electronic eBook
Language:Inglés
Published: Boca Raton : Chapman and Hall/CRC, ©2011.
Subjects:
Online Access:Texto completo (Requiere registro previo con correo institucional)
Table of Contents:
  • 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?