TY - BOOK AU - Eberly,David H. TI - 3D game engine design: a practical approach to real-time computer graphics SN - 1558605932 U1 - 006.693 PY - 2001/// CY - San Francisco PB - Morgan Kaufmann Publishers KW - Computer graphics KW - Real-time programming KW - Three-dimensional display systems N1 - 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 N2 - 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 ER -