3D game engine design : a practical approach to real-time computer graphics / David H. Eberly.
By: Eberly, David H.
Publisher: San Francisco : Morgan Kaufmann Publishers, c2001Description: xxviii, 561 p. ; 24 cm. + 1 electronic optical disc (4 3/4 in.).ISBN: 1558605932.Subject(s): Computer graphics | Real-time programming | Three-dimensional display systemsDDC classification: 006.693Item type | Current location | Call number | Copy number | Status | Notes | Date due | Barcode | Remark |
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Accompanying Material (Media Resource) | TU External Storage-LCS | 006.693 EBE (Browse shelf) | 1 | Available | SOCIT,15008,03,CL | 1000123246 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 | |
Accompanying Material (Media Resource) | TU External Storage-LCS | 006.693 EBE (Browse shelf) | 1 | Available | SOCIT,15008,03,CL | 1000123242 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 | |
Accompanying Material (Media Resource) | TU External Storage-LCS | 006.693 EBE (Browse shelf) | 1 | Available | SOCIT,15008,03,CL | 1000108966 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 | |
Accompanying Material (Media Resource) | TU External Storage-LCS | 006.693 EBE (Browse shelf) | 1 | Available | SOCIT,15008,03,CL | 1000123245 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 |
1. Introduction 2. Geometrical methods 3. The graphics pipeline 4. Hierarchical scene representations 5. Picking 6. Collision detection 7. Curves 8. Surfaces 9. Animation of characters 10. Geometric level of detail 11. Terrain 12. Spatial sorting 13. Special effects. Appendix A Object-oriented infrastructure. Appendix B Numerical methods.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help to understand the full progression from idea, to algorithm, to working code. Since algorithms are not in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines. - Back cover