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3D Graphics for Game Programming3D Graphics for Game Programming

3D Graphics for Game Programming

Current price: $199.95
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3D Graphics for Game Programming

3D Graphics for Game Programming

Current price: $199.95
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Size: Hardcover

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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
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

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