3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly

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    3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly - Presentation Transcript

    1. 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly Everything You Need, And Then Some Aimed at the working Visual C++ game developer, 3D Game Engine Design provides a tour of mathematical techniques for 3-D graphics, and the source code thats used to implement them in state-of-the-art video game engines. If you work in the game industry (or would like to), this book will serve you well, because it delivers excellent best practices for algorithms and programming techniques thatll help your software keep up with the competition. This text is a virtual encyclopedia of expertise
    2. thats based on the authors own work and research in the gaming industry. It provides the mathematical notation, algorithms, and C++ code (on the accompanying CD-ROM) that are needed to build fast and maintainable game engines. Early sections start with the basics, with the math thats used to work with common 3-D objects (like spheres and boxes). Highlights include a high-powered review of quaternion algebra--in many cases, the preferred way to transform 3-D data. The chapters on graphics pipelines explain the math thats behind representing and rendering a 3-D world in 2-D with intervening effects like lighting and texture mapping. A variety of current algorithms are provided for representing 3-D scenes, efficient picking (which allows a programmer to determine the object in a 3-D world that has been selected), and collision detection (in which objects collide virtually). In the game software of today, curves--and not individual triangles or polygons--often are used to represent 3-D objects. Algorithms that are used to turn curves into rendered surfaces are provided, too. Later sections look at the current thinking about animation techniques for characters (including key frames, inverse kinematics, and skinning (in which digital skin is fitted over digital bone to create more realistic-looking movement)). How to represent terrain inside virtual worlds also is explained. The book closes with excellent material on such cutting-edge special effects as lens flare and projected shadows, which can add an extra level of realism to a video game. An appendix examines guidelines for designing object-oriented game software in C++. Filled with mathematical insight and expert code that puts each principle or algorithm to work, 3D Game Engine Design provides an expert view of what goes into building a state-of-the-art game engine. --Richard Dragan Topics covered: Mathematical methods and sample source code for 3-D game development Geometrical transformations Coordinate systems Quaternions Euler angles Standard 3-D objects: spheres, oriented boxes, capsules, lozenges, cylinders, ellipsoids Distance methods for a variety of shapes Introduction to the graphics pipeline Model and world coordinates Projecting perspective Camera models Culling techniques Surface and vertex attributes Rasterizing Efficiency issues for clipping and lighting Hierarchical scene representation, using trees and scene graphs Picking algorithms for a variety of 3-D shapes Collision detection for static and dynamic graphical objects Oriented bounding-box (OBB) trees Basics of curves and special curves (including Bezier curves and various splines) Curves (generating surfaces from curves by using different techniques) Character animation, using keyframe animation and inverse kinematics Skinning Geometrical level of detail considerations Techniques for generating game terrain Spatial sorting and binary space partitioning (BSP) Special effects: lens flare, bump mapping, volumetric fogging, projected light and shadows, particle systems, morphing techniques C++ language features for effective object-oriented design Reference to the numerical methods required for game mathematics Personal Review: 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The
    3. Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly Are you a professional or student working in game development? If you are, then this book is for you. Author David H. Eberly has done an outstanding job of writing a second edition of a book which focuses on the design of the scene graph management system and its associated rendering layer. Eberly, begins this book by discussing the details of a rendering system, including transformations, camera models, culling and clipping, rastering, and issues regarding software versus hardware rendering and about specific graphics application programmer interfaces in use these days. In addition, the author discusses rendering from the perspective of actually writing all of the subsystems for a software renderer. He also takes a look at the essentials of organizing your data as a scene graph. Then, he focuses on specifically designed nodes and subsystems of the scene graph management system. The author then looks at some general concepts you see in attempting to have physical realism in a three- dimensional application. Next, he discusses a lot of mathematical detail for much of the source code you will find in Wild Magic. Then, he takes a brief look at the basic principles of object-oriented design and programming. The author continues by discussing memory management. Finally, he takes a look at a handful of sample shaders and the applications that use them. This most excellent book is very much enhanced, describing the foundations for shader programming and how an engine can support it. Perhaps more importantly, the book is the most comprehensive reference available for the development of shader-based 3D graphics engines! For More 5 Star Customer Reviews and Lowest Price: 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly 5 Star Customer Reviews and Lowest Price!

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