Coverart for item
The Resource 3D game engine design : a practical approach to real-time computer graphics, David H. Eberly

3D game engine design : a practical approach to real-time computer graphics, David H. Eberly

Label
3D game engine design : a practical approach to real-time computer graphics
Title
3D game engine design
Title remainder
a practical approach to real-time computer graphics
Statement of responsibility
David H. Eberly
Creator
Subject
Language
eng
Summary
Accompanying CD-ROM contains an implementation of a game engine
Cataloging source
DLC
http://library.link/vocab/creatorName
Eberly, David H
Illustrations
illustrations
Index
index present
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/subjectName
  • Computer graphics
  • Computer games
  • Three-dimensional display systems
  • Real-time programming
Label
3D game engine design : a practical approach to real-time computer graphics, David H. Eberly
Instantiates
Publication
Note
1 CD-ROM in pocket at front of book
Accompanying material
1 computer optical disc (4 3/4 in.)
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
Ch. 1. Introduction -- Ch. 2. Geometrical Methods -- 2.1. Transformations -- 2.2. Coordinate Systems -- 2.3. Quaternions -- 2.4. Euler Angles -- 2.5. Standard 3D Objects -- 2.6. Distance Methods -- Ch. 3. The Graphics Pipeline -- 3.1. Model and World Coordinates -- 3.2. Perspective Projection -- 3.3. Camera Models -- 3.4. Culling and Clipping -- 3.5. Surface and Vertex Attributes -- 3.6. Rasterizing -- 3.7. An Efficient Clipping and Lighting Pipeline -- 3.8. Issues of Software, Hardware, and APIS -- Ch. 4. Hierarchical Scene Representations -- 4.1. Tree-Based Representation -- 4.2. Updating a Scene Graph -- 4.3. Rendering a Scene Graph -- Ch. 5. Picking -- 5.1. Intersection of a Linear Component and a Sphere -- 5.2. Intersection of a Linear Component and a Box -- 5.3. Intersection of a Linear Component and a Capsule -- 5.4. Intersection of a Linear Component and a Lozenge -- 5.5. Intersection of a Linear Component and a Cylinder -- 5.6. Intersection of a Linear Component and an Ellipsoid -- 5.7. Intersection of a Linear Component and a Triangle -- Ch. 6. Collision Detection -- 6.1. Design Issues -- 6.2. Intersection of Dynamic Objects and Lines -- 6.3. Intersection of Dynamic Objects and Planes -- 6.4. Static Object-Object Intersection -- 6.5. Dynamic Object-Object Intersection -- 6.6. Oriented Bounding Box Trees -- 6.7. Processing of Rotating and Moving Objects -- Ch. 7. Curves -- 7.1. Definitions -- 7.2. Reparameterization by Arc Length -- 7.3. Special Curves -- 7.4. Subdivision -- 7.5. Orientation of Objects on Curved Paths -- Ch. 8. Surfaces -- 8.1. Definitions -- 8.2. Curvature -- 8.3. Special Surfaces -- 8.4. Subdivision -- Ch. 9. Animation of Characters -- 9.1. Key Frame Animation -- 9.2. Inverse Kinematics -- 9.3. Skinning -- Ch. 10. Geometric Level of Detail -- 10.1. Sprites and Billboards -- 10.2. Discrete Level of Detail -- 10.3. Continuous Level of Detail -- Ch. 11. Terrain -- 11.1. Terrain Topology -- 11.2. Vertex Based Simplification -- 11.3. Block-Based Simplification -- 11.4. Vertex Dependencies -- 11.5. Block Rendering -- 11.6. The Full Algorithm -- 11.7. Other Issues -- 11.8. Height Fields from Point Sets or Triangle Meshes -- Ch. 12. Spatial Sorting -- 12.1. Quadtrees and Octrees -- 12.2. Portals -- 12.3. Binary Space Partitioning -- Ch. 13. Special Effects -- 13.1. Lens Flare -- 13.2. Environment Mapping -- 13.3. Bump Mapping -- 13.4. Volumetric Fogging -- 13.5. Projected Lights -- 13.6. Projected Shadows -- 13.7. Particle Systems -- 13.8. Morphing -- App. A. Object-Oriented Infrastructure -- App. B. Numerical Methods
Control code
ocm44413730
Dimensions
24 cm. +
Extent
xxviii, 561 p.
Isbn
9781558605930
Lccn
00055019
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Other physical details
ill., (some col.)
Label
3D game engine design : a practical approach to real-time computer graphics, David H. Eberly
Publication
Note
1 CD-ROM in pocket at front of book
Accompanying material
1 computer optical disc (4 3/4 in.)
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
Ch. 1. Introduction -- Ch. 2. Geometrical Methods -- 2.1. Transformations -- 2.2. Coordinate Systems -- 2.3. Quaternions -- 2.4. Euler Angles -- 2.5. Standard 3D Objects -- 2.6. Distance Methods -- Ch. 3. The Graphics Pipeline -- 3.1. Model and World Coordinates -- 3.2. Perspective Projection -- 3.3. Camera Models -- 3.4. Culling and Clipping -- 3.5. Surface and Vertex Attributes -- 3.6. Rasterizing -- 3.7. An Efficient Clipping and Lighting Pipeline -- 3.8. Issues of Software, Hardware, and APIS -- Ch. 4. Hierarchical Scene Representations -- 4.1. Tree-Based Representation -- 4.2. Updating a Scene Graph -- 4.3. Rendering a Scene Graph -- Ch. 5. Picking -- 5.1. Intersection of a Linear Component and a Sphere -- 5.2. Intersection of a Linear Component and a Box -- 5.3. Intersection of a Linear Component and a Capsule -- 5.4. Intersection of a Linear Component and a Lozenge -- 5.5. Intersection of a Linear Component and a Cylinder -- 5.6. Intersection of a Linear Component and an Ellipsoid -- 5.7. Intersection of a Linear Component and a Triangle -- Ch. 6. Collision Detection -- 6.1. Design Issues -- 6.2. Intersection of Dynamic Objects and Lines -- 6.3. Intersection of Dynamic Objects and Planes -- 6.4. Static Object-Object Intersection -- 6.5. Dynamic Object-Object Intersection -- 6.6. Oriented Bounding Box Trees -- 6.7. Processing of Rotating and Moving Objects -- Ch. 7. Curves -- 7.1. Definitions -- 7.2. Reparameterization by Arc Length -- 7.3. Special Curves -- 7.4. Subdivision -- 7.5. Orientation of Objects on Curved Paths -- Ch. 8. Surfaces -- 8.1. Definitions -- 8.2. Curvature -- 8.3. Special Surfaces -- 8.4. Subdivision -- Ch. 9. Animation of Characters -- 9.1. Key Frame Animation -- 9.2. Inverse Kinematics -- 9.3. Skinning -- Ch. 10. Geometric Level of Detail -- 10.1. Sprites and Billboards -- 10.2. Discrete Level of Detail -- 10.3. Continuous Level of Detail -- Ch. 11. Terrain -- 11.1. Terrain Topology -- 11.2. Vertex Based Simplification -- 11.3. Block-Based Simplification -- 11.4. Vertex Dependencies -- 11.5. Block Rendering -- 11.6. The Full Algorithm -- 11.7. Other Issues -- 11.8. Height Fields from Point Sets or Triangle Meshes -- Ch. 12. Spatial Sorting -- 12.1. Quadtrees and Octrees -- 12.2. Portals -- 12.3. Binary Space Partitioning -- Ch. 13. Special Effects -- 13.1. Lens Flare -- 13.2. Environment Mapping -- 13.3. Bump Mapping -- 13.4. Volumetric Fogging -- 13.5. Projected Lights -- 13.6. Projected Shadows -- 13.7. Particle Systems -- 13.8. Morphing -- App. A. Object-Oriented Infrastructure -- App. B. Numerical Methods
Control code
ocm44413730
Dimensions
24 cm. +
Extent
xxviii, 561 p.
Isbn
9781558605930
Lccn
00055019
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Other physical details
ill., (some col.)

Library Locations

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      Ashton Street, Liverpool, L69 3DA, GB
      53.418074 -2.967913
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