3D Graphics for Game Programming

3D Graphics for Game Programming
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用于游戏编程的 3D 图形

DOI:
10.1201/9781439827383
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发表时间:
2011
期刊:
影响因子:
--
通讯作者:
JungHyun Han
JungHyun Han
中科院分区:
--
文献类型:
--
作者:
JungHyun Han

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“JungHyun Han是一位大师级的老师,他的教导在游戏编程的3D图形中表现得更清楚。Han以一种直截了当、直截了当的风格提出了每一个严肃的游戏程序员都需要的图形编程的基本基础。我强烈推荐这本书给任何想要编程3D游戏的人。--Jesse Schell,Schell Games首席执行官,卡内基梅隆大学娱乐技术教授“作者试图满足日益增长的游戏开发学生的需求:一本平衡理论和实用性的教科书。由此产生的编译为图形程序员提供了最重要主题的广泛覆盖。我希望任何消化了这些材料的人都能立即成为游戏开发团队的一员。“--Michael格雷罗,Delta 3D游戏引擎高级程序员和海军研究生院研究员专为高年级本科生和研究生课程设计,游戏编程的3D图形提供了交互式图形成功的必备信息。假设对向量和矩阵有最低限度的先决条件了解,它还为游戏开发人员提供了足够的数学背景,以便将他们之前在图形API和着色器编程方面的经验与计算机图形学的背景理论相结合。联合收割机。组织良好,逻辑呈现,这本书采取其组织格式从GPU编程,并提出了各种算法的可编程阶段沿着的知识,需要配置硬连线阶段。易于访问,它提供了丰富的精心制作的3D视觉演示,并在单独的阴影框和可选部分中包括额外的理论和技术细节。保持API的中立性,以最大限度地提高适用性,这本书给出了示例程序,以协助理解。完整的PowerPoint文件和其他材料,包括视频剪辑和课堂讲稿,以及书中所有的数字,都可以在书的网站上找到:http://media.korea.ac.kr/book。
"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 Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents the 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 books website: http://media.korea.ac.kr/book.