Navigation

Spiludvikling og programmering

3D Graphics for Game Programming

Udgivet af Taylor & Francis Inc

Bogdetaljer

  • Indbundet
  • 330 sider
  • Engelsk
ISBN 9781439827376
Om denne bog

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 combi…

Se alle bogdetaljer →
Prissammenligning

Ingen boghandelspriser listet endnu

Denne titel er i vores bogkatalog. Butikstilbud vises her, når de er tilgængelige.

Betroet sælger:

Ingen boghandelstilbud lige nu.

Søg efter ISBN
Opdateret i dag

Boghandelspriser

Boghandel Titel Format ISBN Pris Lagerstatus Levering

Ingen boghandelstilbud endnu

Vi har titlen i kataloget. Priser vises her, når boghandlere lister den.

0.0
0 anmeldelser
5
0
4
0
3
0
2
0
1
0
0%
Anbefaler
0
Verificeret
Alle anmeldelser (0)

Ingen anmeldelser endnu

Skriv en anmeldelse

Valgfri - Kun brugt til verifikation
0 / 5000 tegn
Bogdetaljer
Forfatter JungHyun Han
Forlag Taylor & Francis Inc
Kategori Spiludvikling og programmering
ISBN-13 9781439827376
EAN 9781439827376
Format Indbundet
Sprog Engelsk
sider 330
Produktbeskrivelse
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 books website: http://media.korea.ac.kr/book Key FeaturesPresents 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 textIncludes homework problems and more than 300 detailed figures Offers ancillary material on a companion website Solutions manual available upon qualified course adoption

Prishistorik

Indlæser prishistorik...

Få prisalarm

Bliv underrettet, når prisen falder til dit ønskede beløb.