![3D Graphics for Game Programming](https://img.perlego.com/book-covers/1598961/9781439827383_300_450.webp)
eBook - PDF
3D Graphics for Game Programming
JungHyun Han
This is a test
- 330 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
3D Graphics for Game Programming
JungHyun Han
Book details
Book preview
Table of contents
Citations
About This Book
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
Frequently asked questions
At the moment all of our mobile-responsive ePub books are available to download via the app. Most of our PDFs are also available to download and we're working on making the final remaining ones downloadable now. Learn more here.
Both plans give you full access to the library and all of Perlegoās features. The only differences are the price and subscription period: With the annual plan youāll save around 30% compared to 12 months on the monthly plan.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, weāve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes, you can access 3D Graphics for Game Programming by JungHyun Han in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.
Information
Modeling
in
Game
Production
3
Fig.
1.3
:
An
image
texture
applied
to
the
surface
of
a
polygon
mesh.
(a)
This
example
is
a
collection
of
small
images,
each
of
which
is
for
a
part
of
the
soldierās
body.
At
ļ¬rst
glance,
the
texture
may
look
weird.
Section
4.1
presents
how
to
create
such
an
image
texture.
(b)
The
texture
is
pasted
to
the
soldierās
polygon
mesh
at
run
time.
Fig.
1.4
:
A
skeleton
is
composed
of
bones
and
is
embedded
into
the
polygon
mesh.
This
ļ¬gure
illustrates
the
bones
as
if
they
were
surfaces,
but
the
bones
do
not
have
explicit
geometric
representations.
They
are
conceptual
entities
that
are
usually
represented
as
matrices.
Chapter
11
presents
this
issue
in
detail.
Table of contents
- Cover
- Title
- Copyright
- Dedication
- Contents
- Preface
- 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
- References