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3D game engine design = a practical approach to real-time computer graphics /
紀錄類型:
書目-電子資源 : 單行本
正題名/作者:
3D game engine design/ David H. Eberly.
其他題名:
a practical approach to real-time computer graphics /
作者:
Eberly, David H.
出版者:
Amsterdam ;Elsevier Morgan Kaufmann, : c2007.,
面頁冊數:
xxii, 1018 p. :ill. (some col.) ; : 25 cm. +; 1 CD-ROM (4 3/4 in.) +
附註:
CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover.
標題:
Computer graphics. -
電子資源:
An electronic book accessible through the World Wide Web; click for information
ISBN:
9780122290633
3D game engine design = a practical approach to real-time computer graphics /
Eberly, David H.
3D game engine design
a practical approach to real-time computer graphics /[electronic resource] :David H. Eberly. - 2nd ed. - Amsterdam ;Elsevier Morgan Kaufmann,c2007. - xxii, 1018 p. :ill. (some col.) ;25 cm. +1 CD-ROM (4 3/4 in.) - The Morgan Kaufmann series in interactive 3D technology. - Morgan Kaufmann series in interactive 3D technology..
CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover.
Includes bibliographical references (p. 973-979) and index.
Preface; 1 Introduction; 2 The Graphics System; 3 Renderers; 4 Special Effects Using Shaders; 5 Scene Graphs; 6 Scene Graph Compilers; 7 Memory Management; 8 Controller-Based Animation; 9 Spatial Sorting; 10 Level of Detail; 11 Terrain; 12 Collision Detection; 13 Physics; 14 Object-Oriented Infrastructure; 15 Mathematical Topics; Bibliography; Index.
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. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2010.
Mode of access: World Wide Web.
ISBN: 9780122290633
Source: 105472:105500Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
73156
Computer graphics.
Index Terms--Genre/Form:
96803
Electronic books.
LC Class. No.: T385 / .E373 2007
Dewey Class. No.: 006.693
3D game engine design = a practical approach to real-time computer graphics /
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