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3D Graphics for Game Programming
(Englisch)
JungHyun Han

122,45 €

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3D Graphics for Game Programming

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  • 595834662

Produktbeschreibung

JungHyun Han
  • Presents the theory and mathematics of real-time graphics and its applications to game design
  • Provides boxed MathNotes that can be accessed as required without interrupting the flow of the text
  • Includes more than 300 detailed figures
  • Contains homework problems and a solutions manual is available upon qualified course adoption

Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics.

Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections.

Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. Full PowerPoint files and additional material, including video clips and lecture notes with all of the figures in the book, are available on the book´s website: http://media.korea.ac.kr/book

Key Features

  • Presents the theory and mathematics of real-time graphics and its applications to game design
  • Provides boxed MathNotes that can be accessed as required without interrupting the flow of the text
  • Includes homework problems and more than 300 detailed figures
  • Offers ancillary material on a companion website

Solutions manual available upon qualified course adoption


Modeling and Representation. Rendering Pipeline Overview. Direct3D Programmable Pipeline. Illumination. Texturing. Post Processing. Animation.



In a presentation that balances theory and application, this text covers real-time graphics in video game development. Copiously illustraed with more than 300 figures, it allows readers to quickly understand the key aspects of real-time graphics. Authored by leaders in the field, the book explores concepts such as rendering, texturing, post-processing, and animation. Each chapter includes boxed Math Notes that enable readers to access mathematical or theoretical content without interrupting the flow of the main text and homework problems. A solutions manual is available upon qualified course adoption.


In a presentation that balances theory and application, this text covers real-time graphics in video game development. Copiously illustraed with more than 300 figures,


This book provides an overview of the skills needed to create 3D graphics for game programming (although many of the skills would translate to a broader 3D graphics context). ... The book covers pretty much every important facet of the topic ... This could certainly be used as a text for advanced undergraduates interested in game programming. ... Professionals interested in learning game programming might also find the text helpful ...
—Jeffrey Putnam, Computing Reviews, March 2012

JungHyun Han is a masterful teacher, and nowhere do his teachings come through more clearly than in 3D Graphics for Game Programming. Han presents the essential foundations of graphics programming that every serious game programmer needs in a straightforward no-nonsense style that gets right to the point. I highly recommend this book for anyone who wants to program 3D games.
—Jesse Schell, CEO of Schell Games and professor of entertainment technology at Carnegie Mellon University

The author has sought to satisfy a need experienced by the growing pool of game development students: a textbook that balances theory and practicality. The resulting compilation provides a broad coverage of the most important topics to graphics programmers. I would expect that anyone who has digested this material would be immediately effective as a member of a game development team.
—Michael Guerrero, Delta3D game engine senior programmer and research associate of the Naval Postgraduate School



Deals with real-time graphics in video game development that balances theory and application. This book covers such concepts as rendering, texturing, post-processing, and animation. Each chapter includes boxed Math Notes that enable readers to access mathematical or theoretical content without interrupting the flow of the main text.

Über den Autor



Korea University, Seoul


Inhaltsverzeichnis



Modeling in Game Production Vertex Processing Rasterization Fragment Processing and Output Merging Illumination and Shaders Parametric Curves and Surfaces Shader Models Image Texturing Bump Mapping Advanced Texturing Character Animation Physics-based Simulation References


Klappentext

This full-color text on real-time graphics in video game development balances theory and application. The presentation of topics allows readers to quickly understand the key aspects of real-time graphics. The authors, who are leaders in this field, cover such concepts as rendering, texturing, post-processing, and animation. To maintain the emphasis on practicality, each chapter includes boxed Math Notes that enable readers to access mathematical or theoretical content without interrupting the flow of the main text. The book contains over 300 clear and detailed figures along with homework problems. A solutions manual is also available upon qualified course adoption.rn



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