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

Author: David H Eberly
Publisher: Amsterdam ; Boston : Elsevier Morgan Kaufmann, ©2007.
Series: Morgan Kaufmann series in interactive 3D technology.
Edition/Format:   Print book : English : 2nd edView all editions and formats
Summary:

Shows step-by-step how to make a shader-based graphics engine and how to tame the technology. This work covers the essential techniques of scene graph management, and methods for managing memory  Read more...

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Document Type: Book
All Authors / Contributors: David H Eberly
ISBN: 9780122290633 0122290631 0123736684 9780123736680
OCLC Number: 122307732
Notes: CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--page 4 of cover.
Description: xxii, 1018 pages : illustrations (some color) ; 25 cm + 1 CD-ROM (4 3/4 in.).
Details: System requirements: Microsoft Windows XP; Macintosh OS X; Linux; minimum to use source code: graphics hardware at least Shader Model 2 and either Direct3D 9 or later, or OpenGL (1.5 or later).--page 4 of cover.
Contents: Ch. 1. Introduction --
Ch. 2. The graphics system --
Ch. 3. Renderers --
Ch. 4. Scene graphs --
Ch. 5. Controller-based animation --
Ch. 6. Spatial sorting --
Ch. 7. Level of detail --
Ch. 8. Collision detection --
Ch. 9. Physics --
Ch. 10. Standard objects --
Ch. 11. Curves --
Ch. 12. Surfaces --
Ch. 13. Containment methods --
Ch. 14. Distance methods --
Ch. 15. Intersection methods --
Ch. 16. Numerical methods --
Ch. 17. Rotations --
Ch. 18. Object-oriented infrastructure --
Ch. 19. Memory management --
Ch. 20. Special effects using shaders --
App. Creating a shader in wild magic.
Series Title: Morgan Kaufmann series in interactive 3D technology.
Responsibility: David H. Eberly.
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