3D game engine design a practical approach to real-time computer graphics

A major revision of the international bestseller on game programming!Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Desi...

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Detalles Bibliográficos
Otros Autores: Eberly, David H., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, an imprint of Taylor and Francis [2006].
Edición:2nd ed
Colección:Morgan Kaufmann series in interactive 3D technology.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627985006719
Tabla de Contenidos:
  • Front Cover; 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics; Copyright Page; Trademarks; About the Author; CONTENTS; Preface; Chapter 1 Introduction; 1.1 The Evolution of Graphics Hardware and Games; 1.2 The Evolution of This Book and Its Software; 1.3 A Summary of the Chapters; Chapter 2 The Graphics System; 2.1 The Foundation; 2.2 Transformations; 2.3 Cameras; 2.4 Culling and Clipping; 2.5 Rasterizing; 2.6 Vertex Attributes; 2.7 Issues of Software, Hardware, and APIs; 2.8 API Conventions; Chapter 3 Renderers; 3.1 Software Rendering; 3.2 Hardware Rendering
  • 3.3 An Abstract Rendering API3.4 The Heart of the Renderer; Chapter 4 Scene Graphs; 4.1 Scene Graph Design Issues; 4.2 Geometric State; 4.3 Render State; 4.4 The Update Pass; 4.5 The Culling Pass; 4.6 The Drawing Pass; 4.7 Scene Graph Compilers; Chapter 5 Controller-Based Animation; 5.1 Keyframe Animation; 5.2 Keyframe Compression; 5.3 Inverse Kinematics; 5.4 Skinning; 5.5 Vertex Morphing; 5.6 Particle Systems; Chapter 6 Spatial Sorting; 6.1 Binary Space Partitioning Trees; 6.2 Node-Based Sorting; 6.3 Portals; 6.4 User-Defined Maps; 6.5 Occlusion Culling; Chapter 7 Level of Detail
  • 7.1 Sprites and Billboards7.2 Discrete Level of Detail; 7.3 Continuous Level of Detail; 7.4 Infinite Level of Detail; Chapter 8 Collision Detection; 8.1 The Method of Separating Axes; 8.2 Finding Collisions between Moving Objects; 8.3 A Dynamic Collision Detection System; 8.4 Object Picking; 8.5 Pathfinding to Avoid Collisions; Chapter 9 Physics; 9.1 Particle Systems; 9.2 Mass-Spring Systems; 9.3 Deformable Bodies; 9.4 Rigid Bodies; Chapter 10 Standard Objects; 10.1 Linear Components; 10.2 Planar Components; 10.3 Boxes; 10.4 Quadrics; 10.5 Sphere-Swept Volumes; Chapter 11 Curves
  • 11.1 Definitions11.2 Reparameterization by Arc Length; 11.3 Bézier Curves; 11.4 Natural, Clamped, and Closed Cubic Splines; 11.5 B-Spline Curves; 11.6 NURBS Curves; 11.7 Tension-Continuity-Bias Splines; 11.8 Parametric Subdivision; 11.9 Orientation of Objects on Curved Paths; Chapter 12 Surfaces; 12.1 Introduction; 12.2 Bézier Rectangle Patches; 12.3 Bézier Triangle Patches; 12.4 B-Spline Rectangle Patches; 12.5 NURBS Rectangle Patches; 12.6 Surfaces Built from Curves; 12.7 Parametric Subdivision; Chapter 13 Containment Methods; 13.1 Spheres; 13.2 Boxes; 13.3 Capsules; 13.4 Lozenges
  • 13.5 Cylinders13.6 Ellipsoids; Chapter 14 Distance Methods; 14.1 Point to Linear Component; 14.2 Linear Component to Linear Component; 14.3 Point to Triangle; 14.4 Linear Component to Triangle; 14.5 Point to Rectangle; 14.6 Linear Component to Rectangle; 14.7 Triangle or Rectangle to Triangle or Rectangle; 14.8 Point to Oriented Box; 14.9 Linear Component to Oriented Box; 14.10 Triangle to Oriented Box; 14.11 Rectangle to Oriented Box; 14.12 Oriented Box to Oriented Box; 14.13 Miscellaneous; Chapter 15 Intersection Methods; 15.1 Linear Components and Convex Objects
  • 15.2 Linear Component and Planar Component