innerBanner.jpg

FUE Central Library

Image from Google Jackets

Game graphics programming / Allen Sherrod.

By: Contributor(s): Material type: TextTextSeries: Course Technology PTR game development seriesPublisher: Boston, MA : Course Technology/Charles River Media/Cengage Learning, [2008]Copyright date: ©2008Description: xxiii, 645 pages : illustrations ; 25 cm + 1 CD-ROM (4 3/4 in.)Content type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781584505167
  • 1584505168
Subject(s): DDC classification:
  • 794.81526 22 S.A.G
LOC classification:
  • QA76.76.C672 S5355 2008
Online resources:
Contents:
Chapter 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
Summary: 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.
Tags from this library: No tags from this library for this title. Log in to add tags.
Star ratings
    Average rating: 0.0 (0 votes)
Holdings
Item type Current library Collection Call number Status Date due Barcode
Books Books Main library B10 Computers & Information Technology ( Digital Media Tech. ) 794.81526 S.A.G (Browse shelf(Opens below)) Available 00005188

Accompanying CD-ROM features all the C++ source code and pseudo-code examples used throughout the book.

Includes index.

Chapter 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

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.

User level: intermediate-advanced.

System requirements: personal computer with either Windows or Mac operational system.

There are no comments on this title.

to post a comment.

Copyright © 2023, Future University Egypt. All rights reserved.