Cover image for Game Graphics Programming.
Game Graphics Programming.
Title:
Game Graphics Programming.
Author:
Sherrod, Allen.
ISBN:
9781584506157
Personal Author:
Physical Description:
1 online resource (673 pages)
Contents:
CONTENTS -- INTRODUCTION -- PART 1 INTRODUCTION TO GAME GRAPHICS -- CHAPTER 1 INTRODUCTION TO GAME GRAPHICS -- Computer Graphics in the Media -- Graphics in Print -- Computer Graphics in Video Games -- About This Book -- Purpose of This Book -- Summary -- Chapter Questions -- CHAPTER 2 2D AND 3D GRAPHICS -- Bits and Bytes -- Color Ranges -- 2D Graphics -- 3D Graphics -- Geometry and Primitives -- Mathematics Used in Computer Graphics -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 3 RAY TRACING -- Ray Tracing in Computer Graphics -- Tracing Primitives -- Implementing Ray Tracing -- Real-Time Ray Tracing -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 4 RASTERIZATION -- Software Rendering -- Rasterizing Primitives -- Rendering Buffers -- Additional Rasterization Topics -- OpenGL -- Direct3D 9 and 10 -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 5 PROGRAMMABLE SHADERS -- Shaders in Computer Graphics -- Low-Level Shaders -- High-Level Shaders -- OpenGL's GLSL -- Direct3D's HLSL -- Additional Shader Technologies and Tools -- Summary -- Chapter Questions -- PART 2 SHADING AND SURFACES -- CHAPTER 6 MAPPING SURFACES -- Texture Mapping in Games -- Images -- Texture Mapping in Graphics APIs -- Texture Compression -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 7 ADDITIONAL SURFACE MAPPING -- Alpha Mapping -- Cube Mapping -- Reflections -- Refractions -- Render Targets -- Image Filters -- Additional Texture Mapping Techniques -- Summary -- Chapter Questions -- Chapter Exercises -- PART 3 DIRECT AND GLOBAL ILLUMINATION -- CHAPTER 8 LIGHTING AND MATERIALS -- Lighting Overview -- Materials -- Extensions to Per-Pixel Lighting -- Additional Lighting Techniques -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 9 ADVANCED LIGHTING AND SHADOWS -- Shadows in Games -- Projection Shadows.

Shadow Volumes -- Shadow Mapping -- Soft Shadows -- Light Mapping -- Deferred Shading -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 10 GLOBAL ILLUMINATION TECHNIQUES -- Overview of Global Illumination -- Ambient Occlusion -- Path Tracing -- Radiosity -- Photon Mapping -- Precomputed Radiance Transfer -- Summary -- Chapter Questions -- Chapter Exercises -- PART 4 SPECIAL EFFECTS -- CHAPTER 11 SPECIAL EFFECTS: HIGH DYNAMIC RANGE -- Overview of HDR -- Implementing HDR -- HDR Special Effects and Additional Topics -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 12 SPECIAL EFFECTS: ADDITIONAL EFFECTS -- Blurring -- Depth of Field -- Motion Blur -- Particle Systems -- Additional Effects -- Summary -- Chapter Questions -- Chapter Exercises -- PART 5 RENDERING NATURE -- CHAPTER 13 SKY AND TERRAIN RENDERING -- Sky Rendering -- Terrains -- Additional Topics -- Terrain Demo -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 14 WATER RENDERING -- Examining Water in Modern Games -- Additional Water Effects -- Water Rendering Demo -- Summary -- Chapter Questions -- Chapter Exercises -- PART 6 OPTIMIZATIONS AND CONCLUSIONS -- CHAPTER 15 OPTIMIZATION -- Culling Geometry -- Far Plane Culling -- Scene and Space Partitioning -- Geometry Instancing -- Additional Optimization Techniques -- Summary -- Chapter Questions -- Chapter Exercises -- CHAPTER 16 CONCLUSIONS -- A Look Behind -- A Look Forward -- Final Thoughts -- APPENDIX A: ANSWERS TO CHAPTER QUESTIONS -- Chapter 1 Answers -- Chapter 2 Answers -- Chapter 3 Answers -- Chapter 4 Answers -- Chapter 5 Answers -- Chapter 6 Answers -- Chapter 7 Answers -- Chapter 8 Answers -- Chapter 9 Answers -- Chapter 10 Answers -- Chapter 11 Answers -- Chapter 12 Answers -- Chapter 13 Answers -- Chapter 14 Answers -- Chapter 15 Answers -- APPENDIX B: COMPILING THE SAMPLE SOURCE CODE.

Compiling on Win32 -- Compiling on Mac -- Compiling on Linux -- APPENDIX C: RECOMMENDED RESOURCES -- Recommended Tools -- Recommended Books -- Recommended Websites -- APPENDIX D: OBJ LOADER -- The File Format -- Loading Tokens -- Loading the OBJ File -- Generating Tangents -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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