3D graphics for game programming:
"Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be cover...
Gespeichert in:
Beteilige Person: | |
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Format: | Elektronisch E-Book |
Sprache: | Englisch |
Veröffentlicht: |
Boca Raton
Chapman and Hall/CRC
2011
|
Schlagwörter: | |
Links: | https://learning.oreilly.com/library/view/-/9781439827383/?ar |
Zusammenfassung: | "Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"-- |
Beschreibung: | Includes bibliographical references (pages 311-313). - Print version record |
Umfang: | 1 Online-Ressource (x, 313 Seiten) illustrations |
ISBN: | 1439827370 9781439827376 9781439827383 1439827389 |
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520 | |a "Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"-- | ||
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adam_text | |
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dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
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dewey-tens | 790 - Recreational and performing arts |
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illustrated | Illustrated |
indexdate | 2025-01-17T11:21:23Z |
institution | BVB |
isbn | 1439827370 9781439827376 9781439827383 1439827389 |
language | English |
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owner | DE-91 DE-BY-TUM |
owner_facet | DE-91 DE-BY-TUM |
physical | 1 Online-Ressource (x, 313 Seiten) illustrations |
psigel | ZDB-30-ORH TUM_PDA_ORH ZDB-30-ORH |
publishDate | 2011 |
publishDateSearch | 2011 |
publishDateSort | 2011 |
publisher | Chapman and Hall/CRC |
record_format | marc |
spelling | Han, JungHyun VerfasserIn aut 3D graphics for game programming JungHyun Han Boca Raton Chapman and Hall/CRC 2011 1 Online-Ressource (x, 313 Seiten) illustrations Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Includes bibliographical references (pages 311-313). - Print version record "Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics"-- Video games Programming Computer graphics Three-dimensional imaging Computer Graphics Imaging, Three-Dimensional Jeux vidéo ; Programmation Infographie Imagerie tridimensionnelle computer graphics three-dimensional GAMES ; Board Video games ; Programming 9781439827376 Erscheint auch als Druck-Ausgabe 9781439827376 |
spellingShingle | Han, JungHyun 3D graphics for game programming Video games Programming Computer graphics Three-dimensional imaging Computer Graphics Imaging, Three-Dimensional Jeux vidéo ; Programmation Infographie Imagerie tridimensionnelle computer graphics three-dimensional GAMES ; Board Video games ; Programming |
title | 3D graphics for game programming |
title_auth | 3D graphics for game programming |
title_exact_search | 3D graphics for game programming |
title_full | 3D graphics for game programming JungHyun Han |
title_fullStr | 3D graphics for game programming JungHyun Han |
title_full_unstemmed | 3D graphics for game programming JungHyun Han |
title_short | 3D graphics for game programming |
title_sort | 3d graphics for game programming |
topic | Video games Programming Computer graphics Three-dimensional imaging Computer Graphics Imaging, Three-Dimensional Jeux vidéo ; Programmation Infographie Imagerie tridimensionnelle computer graphics three-dimensional GAMES ; Board Video games ; Programming |
topic_facet | Video games Programming Computer graphics Three-dimensional imaging Computer Graphics Imaging, Three-Dimensional Jeux vidéo ; Programmation Infographie Imagerie tridimensionnelle computer graphics three-dimensional GAMES ; Board Video games ; Programming |
work_keys_str_mv | AT hanjunghyun 3dgraphicsforgameprogramming |