Home
Books
Books
Sign In | View Cart Cart | Wish List | Help
ToysHealthPersonalAdultBaby
ToysHealthPersonalAdultBaby
Home & Garden
Checkout Now »
Cart Cart Cart
0 Items
Cart
100% Safe and Private!
Search     for:    

Books
Browse All Topics    New Releases    Coming Soon

All Topics > Medicine > General
 
Browse similar subjects

Shipping

All orders
shipped by
airmail!

Click here for our
Shipping Policies!

 


Quotations

"The best part of the fiction in many novels is the notice that the characters are purely imaginary."

  - Franklin P. Adams

(1881 - 1960)

 

 

3d Computer Games Technology:
Real-Time Rendering and Software with CDROM, Vol. 1 BK&CD-ROM

 
  by Alan Watts, Fabio Policarpo
 
 
 Take A Trip Around The Word
Take A Trip Around The Word
Product
Take A Trip Around The Word
Take A Trip Around The Word
Take A Trip Around The Word
  
  
  
Take A Trip Around The Word
Take A Trip Around The Word 


ZIN Product Number: 10043741

 
eBay (last 12 months)
Auctions: 10
Price Range: $0.02 - 0.01
 
Craigslist (last 12 months)
Classifieds: 20
Price Range: $0.09 - 0.01
 
Amazon Used (last 12 months)
Auctions: 12
Price Range: $0.01 - 0.02
 
ZooScape (last 12 months)
Auctions: 0
Price Range: N/A
 
 
Google listings (non-affiliate) 16
MSN listings (non-affiliate) 7
Yahoo listings (non-affiliate) 26
 


 FastFind Line
Inverse Black Hole
By the Numbers
By the Numbers
Reader's Corner
Reader's Corner
Table of Contents
Table of Contents
Related Reading
Related Reading
Inverse Black Hole
FastFind Line
 
 
By The Numbers
 Product Details

  Format: Textbook Hardcover, 1st ed., 8
  Edition: BK&CD-ROM
  Publisher: Addison-Wesley
  ISBN: 0201619210

  Average Reader Review: One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpNo Thumb Up (Based on 2 reviews.)


 
 
The Reader's Corner
  Product Review
 
 Number of Reviews: 2     Average Rating: One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpNo Thumb Up

Where is the code?
   One Thumb UpOne Thumb UpOne Thumb UpNo Thumb UpNo Thumb Up

-- A reviewer, September 7, 2002


One of two books for the game developer to get
   One Thumb UpOne Thumb UpOne Thumb UpOne Thumb UpOne Thumb Up

-- Shawn, Physicist and indie game developer., February 26, 2001

Also Recommended: 3D Game Engine Design by Eberly


 
 
Table of Contents
  Preface.

FOUNDATIONS.

1. Mathematical Foundations of 3D Computer Graphics.
Manipulating Three-dimensional Structures.
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.
Introduction.
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 Polygonal Methods.
Compressing the Geometry (information per vertex).
Encoding Connectivity.
Triangle Strips.
Local vs. Global Algorithms.
Using Vertex Buffers.
Level of Detail (LOD) Processing.

4. Representation and Modelling 3 — Landscape Specialisations.
Introduction.
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.
Introduction.
Bézier Curves.
B-spline Curves.
Traditional Curves.
From Curves to Surfaces.
Modelling or Creating PatchSurfaces.
Rendering Parametric Surfaces.
Practical Bézier Technology for Games.
Subdivision Surfaces.
Scalability — Polygon Meshes, Patch Meshes and SubdivisionSurfaces.

CLASSICAL 3D GRAPHICS.


6. Classic Polygon Mesh Rendering Technology.
Coordinate Spaces and Geometric Operations in the Graphics Pipeline.
Operations Carried Out in View Space.
Algorithmic Operations in the Graphics Pipeline.
Rendering Examples.

7. Classic Mapping Techniques.
Introduction.
Two-dimensional Texture Maps to Polygon Mesh Objects.
Two-dimensional Texture Domain to Bi-cubic Parametric Patch Objects.
Bump Mapping.
Environment or Reflection Mapping.
Three-dimensional Texture Domain Techniques.
Comparative Examples.

8. Anti-aliasing Theory and Practice.
Introduction.
Aliases and Sampling.
Jagged Edges.
Sampling in Computer Graphics Compared with Sampling Reality.
Sampling and Reconstruction.
A Simple Comparison.
Pre-filtering Methods.
Supersampling or Post-filtering.
Anti-aliasing in Texture Mapping.
The Fourier Transform of Images.

REAL-TIME RENDERING.


9. Visibility Processing of Complex Scenes.
Introduction.
Why Trees?
BSP Trees.
Bounding Volume Hierarchies.
BSP Trees and Polygon Objects.
Specialisations for Building Interior-type Environments.
Portals and Mirrors.
Advanced View Frustum Culling.
Exact Visibility.
Dynamic Objects and Visibility.
10. Lighting in Games.
Light Maps.
Dynamic Lighting Effects with Light Maps.
Dynamic Lights.
Switchable/Destroyable Light Sources.
Fog Maps/Volumetric Fog.
Lighting Case Studies.

11. Shadows in Games.
The Nature of Shadows.
Classical Shadow Algorithms.
Shadows in Games.

12. Multi-pass Rendering.
Introduction.
Multi-pass Functionality.
Multi-pass Algorithms.
Multi-pass Sampling Approaches.
Multi-texture.

CONTROL OF OBJECTS.


13. Motion Control — Kinematic.
Introduction.
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.
Particle Animation and Computer Games.
Articulated Structures.

14. Control by Dynamic Simulation.
Dynamics in Off-line Animation — The Famous Example.
Initial Value Problem vs. Boundary Value Problems.
Topic Areas.
Motivations for Dynamic Simulations.
Basic Classical Theory for Particles.
Basic Classical Theory for Rigid Bodies.
The Practicalities of Dynamic Simulations.
Numerical Integration.

15. Collision Detection.
Broad Phase/Narrow Phase Algorithms.
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.
Single-phase Approaches.

16. Interactive Control.
Interaction and Animation.
Controller Module.
User-object Interaction — 6 DOF Control with Simple Sampling.
User-object Animation — A Four-key Simulation.
Object-object Interaction.
Objects with Simple Autonomous Behavior.
User-scene Interaction.

17. Behaviour and AI.
Established Approaches and Architectures.
Agents and Hierarchies.
Examples of Agent Architectures.
Cognitive Modelling and Situation Calculus.
The Role of Sensing — Vision as an Example.
Learning Architectures.

2D TECHNOLOGY.


18. Two-dimensional Techniques.
Image Pyramids.
Wavelet Transforms.
Image Transforms and Basis Matrices.
Wavelets and Computer Games.
Image Metamorphosis — Morphing.

19. Image-based Rendering.
Introduction.
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.

SOFTWARE TECHNOLOGY.


20. Multi-player Game Technology.
Introduction.
Definitions.
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.
Game Programming in C++.
Managing and Evolving Complexity in Games.
Engine Design and Architecture.
Fly3D Software Architecture.

22. Fly3D SDK Reference.
Introduction.
Globals Reference.
Objects Reference.

Appendix A: Fly3D SDK Tutorials.
References.
Index.



 

 
Related Reading
 Find similiar books in these subject areas:

All Topics > Medicine > General
All Topics > Computer Science & Information Systems > Graphics & Visualization
All Topics > Computers & Internet > Web Development > HTML, Graphics, & Design > Web Graphics
All Topics > Computers & Internet > Networking > Internet, Groupware, & Telecommunications > Internet Publishing
All Topics > Computers & Internet > Programming > Graphics & Multimedia > General
All Topics > Computers & Internet > Programming > Graphics & Multimedia > Rendering & Ray Tracing
All Topics > Computers & Internet > Programming > Software Design > Software Development
All Topics > Computers & Internet > Graphics & Illustration > General
All Topics > Computers & Internet > Computer & Video Games > Programming
All Topics > Entertainment > Games > Video & Electronic Games


 
 
 People like you also bought:

Game Programming Gems, Vol. 1, by Mark. Deloura

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics, by

Mathematics for 3D Game Programming and Computer Graphics, by Eric Lengyel

Physics for Game Developers, by David M. M. Bourg

Real-Time Rendering, by Tomas Moller

3d Computer Graphics with CDROM 3RD BK&CDR, by Alan H. Watt

 
 
 Keywords
Computer graphics, Programming, Computer games, C++ (Computer program language), Computer Books: Internet General, Software Development, Computer Games, Computer Bks - Desktop Publishing, Computers, Computer Graphics - General, Entertainment & Games - General, Programming - Software Development, Video & Electronic - General, Games, Computer Books: Internet General, Software Development, Computer Games, Computer Bks - Desktop Publishing, Computers, Computer Graphics - General, Entertainment & Games - General, Programming - Software Development, Video & Electronic - General, Games, Computer Books: Internet General, Software Development, Computer Games, Computer Bks - Desktop Publishing, Computers, Computer Graphics - General, Entertainment & Games - General, Programming - Software Development, Video & Electronic - General, Games

 
 
 FastFind Line
Inverse Black Hole
By the Numbers
By the Numbers
Reader's Corner
Reader's Corner
Table of Contents
Table of Contents
Related Reading
Related Reading
Inverse Black Hole
FastFind Line
 
 


Make $1 per sale -
Link to ZooScape.com!


About Us   |   Our Policies   |   Your Cart   |   Contact Us   |   Help
ZooScape.com

Copyright 1995 - 2010 - ZooScape.com
 
ZooScape.com