3D Games: Real-Time Rendering and Software Technology, Volume 1 (Hardcover)
Alan Watt, Fabio Policarpo
- 出版商: Addison-Wesley
- 出版日期: 2000-12-15
- 定價: USD $73.20
- 售價: $1,400
- 貴賓價: 9.5 折 $1,330
- 語言: 英文
- 頁數: 800
- 裝訂: Hardcover
- ISBN: 0201619210
- ISBN-13: 9780201619218
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This is the first academic games programming book/CD package that is expressly written for new degree courses in 3D-games programming. Authors Watt and Policarpo introduce the theory behind the designof computer games and detail advanced techniques used in the industry, such as: physically based animation; advanced scene management; pre-calculation techniques/image-based rendering; advanced motion capture; and artificial intelligence. Students will be able to develop their own games within the games "skeletons" accompanying the book, and will learn how to program complex games. This book could also be used for a more standard undergrad 3D graphics programming course, with the games context being highly motivational.
- Accompanying CD-ROM includes the Fly 3D SDK games engine, full reference and tutorials on creating game elements.
- Discusses the theory behind computer game design as wellas advanced techniques used in the games industry.
- Covers foundational material for 3D computer graphics.
FOUNDATIONS.1. Mathematical Foundations of 3D Computer Graphics.
Vectors and Computer Graphics.
Rays and Computer Graphics.
Bi-linear Interpolation of Polygon Properties.
A Basic Maths Engine Using SIMD Instructions.
2. Modelling and Representation I — Comparative Review andPolygon Mesh Models.
Polygonal Representation of Three-dimensional Objects.
High-level Methods — Constructive Solid Geometry.
High-level Creation Using Modellers/Editors.
3. Modelling and Representation 2 — The Economics of PolygonMeshes.
Compressing the Geometry (information per vertex).
Local vs. Global Algorithms.
Using Vertex Buffers.
Level of Detail (LOD) Processing.
4. Representation and Modelling 3 — Landscape Specialisations.
Simple Height Field Landscapes.
Procedural Modelling of Landscapes - Fractals.
Terrain LODs: Triangle Bintrees.
Rendering of Landscapes by Ray Casting.
5. Modelling and Representation 4 — Bézier, B-spline andSubdivision.
From Curves to Surfaces.
Modelling or Creating Patch Surfaces.
Rendering Parametric Surfaces.
Practical Bézier Technology for Games.
Scalability — Polygon Meshes, Patch Meshes and SubdivisionSurfaces.
CLASSICAL 3D GRAPHICS.
6. Classic Polygon Mesh Rendering Technology.
Operations Carried Out in View Space.
Algorithmic Operations in the Graphics Pipeline.
7. Classic Mapping Techniques.
Two-dimensional Texture Maps to Polygon Mesh Objects.
Two-dimensional Texture Domain to Bi-cubic Parametric Patch Objects.
Environment or Reflection Mapping.
Three-dimensional Texture Domain Techniques.
8. Anti-aliasing Theory and Practice.
Aliases and Sampling.
Sampling in Computer Graphics Compared with Sampling Reality.
Sampling and Reconstruction.
A Simple Comparison.
Supersampling or Post-filtering.
Anti-aliasing in Texture Mapping.
The Fourier Transform of Images.
9. Visibility Processing of Complex Scenes.
Bounding Volume Hierarchies.
BSP Trees and Polygon Objects.
Specialisations for Building Interior-type Environments.
Portals and Mirrors.
Advanced View Frustum Culling.
Dynamic Objects and Visibility.
10. Lighting in Games.
Dynamic Lighting Effects with Light Maps.
Switchable/Destroyable Light Sources.
Fog Maps/Volumetric Fog.
Lighting Case Studies.
11. Shadows in Games.
Classical Shadow Algorithms.
Shadows in Games.
12. Multi-pass Rendering.
Multi-pass Sampling Approaches.
CONTROL OF OBJECTS.
13. Motion Control — Kinematic.
Pre-scripting Animation — Linear Interpolation and Elapsed Time.
Pre-scripted Animation — Explicting Scripting.
Interpolation of Rotation.
Using Quaternions to Represent Rotation.
The Camera as an Animated Object.
Particle Animation and Computer Games.
14. Control by Dynamic Simulation.
Initial Value Problem vs. Boundary Value Problems.
Motivations for Dynamic Simulations.
Basic Classical Theory for Particles.
Basic Classical Theory for Rigid Bodies.
The Practicalities of Dynamic Simulations.
15. Collision Detection.
Bounding Volume Hierarchies.
Broad Phase Collision Detection with AABBs.
Broad Phase Collision Detection with OBBs.
Broad Phase Collision Detection with Local or Object SpatialPartitioning.
Narrow Phase Collision Detection.
16. Interactive Control.
User-object Interaction — 6 DOF Control with Simple Sampling.
User-object Animation — A Four-key Simulation.
Objects with Simple Autonomous Behavior.
17. Behaviour and AI.
Agents and Hierarchies.
Examples of Agent Architectures.
Cognitive Modelling and Situation Calculus.
The Role of Sensing — Vision as an Example.
18. Two-dimensional Techniques.
Image Transforms and Basis Matrices.
Wavelets and Computer Games.
Image Metamorphosis — Morphing.
19. Image-based Rendering.
Reuse of Previously Rendered Imagery Two-dimensional Techniques.
Varying Rendering Resources.
Using Depth Information.
Four-dimensional Techniques — The Lunigraph or Light FieldRendering Approach.
Photo-modelling and IBR.
20. Multi-player Game Technology.
Implementation of Multi-player Games.
The Origin and Nature of Problems in Multi-Player Games.
Reducing the Information in Messages.
Multi-player Implementation Using Client-Server.
21. Engine Architecture.
Managing and Evolving Complexity in Games.
Engine Design and Architecture.
Fly3D Software Architecture.
22. Fly3D SDK Reference.
Appendix A: Fly3D SDK Tutorials.