3D Graphics for Game Programming
eBook - PDF

3D Graphics for Game Programming

JungHyun Han

  1. 330 pages
  2. English
  3. PDF
  4. 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

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Information

Year
2011
ISBN
9781439827383
Edition
1
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
soldierā€™s
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
soldierā€™s
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

  1. Cover
  2. Title
  3. Copyright
  4. Dedication
  5. Contents
  6. Preface
  7. Chapter 1: Modeling in Game Production
  8. Chapter 2: Vertex Processing
  9. Chapter 3: Rasterization
  10. Chapter 4: Fragment Processing and Output Merging
  11. Chapter 5: Illumination and Shaders
  12. Chapter 6: Parametric Curves and Surfaces
  13. Chapter 7: Shader Models
  14. Chapter 8: Image Texturing
  15. Chapter 9: Bump Mapping
  16. Chapter 10: Advanced Texturing
  17. Chapter 11: Character Animation
  18. Chapter 12: Physics-based Simulation
  19. References