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3D games : animation and advanced real-time rendering and software technology / Alan Watt and Fabio Policarpo

By: Watt, Alan H, 1942-.
Contributor(s): Policarpo, Fabio.
Publisher: Harlow, England : Addison-Wesley, 2003Description: xvi, 547 p. : ill. (some col.) ; 24 cm. + CD-ROM (4 3/4 in.).ISBN: 0201787067 (hbk).Other title: Three D games [Portion of title].Subject(s): C++ (Computer program language) | Computer games -- Programming | Computer graphicsDDC classification: 794.81693
Contents:
Preface. - Acknowledgements. - The anatomy of an advanced games system. 1. The anatomy of an advanced game system I - The build process and static lighting. 2. The anatomy of an advanced games system II - real-time processes. 3. The anatomy of an advanced games system III - software design and application programming. - Real-time rendering. 4. Real-time rendering. 5. Real-time rendering - practice. 6. Geometry processing. - Animation. 7. Character animation. - 8. Animating shape - methods. 9. Elements of advanced character animation. 10. Animating characters with motion capture. 11. Inverse kinematics : the theory. - Reference. - Index.
Item type Current location Call number Copy number Status Notes Date due Barcode Remark
Accompanying Material (Media Resource) Taylor's Library-TU
794.81693 WAT (Browse shelf) 1 Available SOCIT,15010,03,CL 1000111442
Main Collection TU External Storage-LCS
794.81693 WAT (Browse shelf) 1 Available SOCIT,15010,03,CL 1000111441 Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1

"Includes Fly3D 2.0 Full SDK"--Cover.

"Volume two"--Cover.

CD-ROM : CD to accompany 3D games : animation and advanced real-time rendering [by] Alan Watt, Fabio Policarpo.

Includes bibliographical references (p. 532-538) and index.

Preface. - Acknowledgements. - The anatomy of an advanced games system. 1. The anatomy of an advanced game system I - The build process and static lighting. 2. The anatomy of an advanced games system II - real-time processes. 3. The anatomy of an advanced games system III - software design and application programming. - Real-time rendering. 4. Real-time rendering. 5. Real-time rendering - practice. 6. Geometry processing. - Animation. 7. Character animation. - 8. Animating shape - methods. 9. Elements of advanced character animation. 10. Animating characters with motion capture. 11. Inverse kinematics : the theory. - Reference. - Index.