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Overview'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Full Product DetailsAuthor: Allen Sherrod (DeVry University)Publisher: Cengage Learning, Inc Imprint: Charles River Media Edition: New edition Dimensions: Width: 19.30cm , Height: 4.80cm , Length: 23.60cm Weight: 1.521kg ISBN: 9781584505167ISBN 10: 1584505168 Pages: 672 Publication Date: 26 June 2008 Audience: Professional and scholarly , Professional & Vocational Format: Mixed media product Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsChapter 1 Introduction to Computer Graphics Chapter 2 2D and 3D Graphics Chapter 3 Ray Tracing Chapter 4 Rasterization Chapter 5 Programmable Shaders Chapter 6 Mapping Surfaces Chapter 7 Additional Surface Mapping Chapter 8 Lighting and Materials Chapter 9 Advanced Lighting and Shadows Chapter 10 Global Illumination Techniques Chapter 11 Special Effects: High Dynamic Range Rendering Chapter 12 Special Effects: Additional Effects Chapter 13 Sky and Terrain Rendering Chapter 14 Water and Nature Rendering Chapter 15 Optimizations Chapter 16 ConclusionsReviewsChapter 1 Introduction to Computer Graphics Chapter 2 2D and 3D Graphics Chapter 3 Ray Tracing Chapter 4 Rasterization Chapter 5 Programmable Shaders Chapter 6 Mapping Surfaces Chapter 7 Additional Surface Mapping Chapter 8 Lighting and Materials Chapter 9 Advanced Lighting and Shadows Chapter 10 Global Illumination Techniques Chapter 11 Special Effects: High Dynamic Range Rendering Chapter 12 Special Effects: Additional Effects Chapter 13 Sky and Terrain Rendering Chapter 14 Water and Nature Rendering Chapter 15 Optimizations Chapter 16 Conclusions Author InformationAllen Sherrod is an experienced author in the field of video game development. Allen's past works include two editions of Ultimate Game Programming with DirectX, Ultimate 3D Game Engine Design and Architecture, Game Graphics Programming, and Data Structures and Algorithms for Game Developers. Allen has also contributed to the Game Developer's Magazine, the Game Programming Gems 6 book, to the Gamasutra.com website, and is the creator of www.UltimateGameProgramming.com. Tab Content 6Author Website:Countries AvailableAll regions |