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3D Graphics for Game Programming

Af: JungHyun Han Engelsk Hardback

3D Graphics for Game Programming

Af: JungHyun Han Engelsk Hardback
Tjek vores konkurrenters priser

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

Tjek vores konkurrenters priser
Normalpris
kr 954
Fragt: 39 kr
6 - 8 hverdage
20 kr
Pakkegebyr
God 4 anmeldelser på
Tjek vores konkurrenters priser

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

Produktdetaljer
Sprog: Engelsk
Sider: 330
ISBN-13: 9781439827376
Indbinding: Hardback
Udgave:
ISBN-10: 1439827370
Udg. Dato: 17 feb 2011
Længde: 19mm
Bredde: 161mm
Højde: 237mm
Forlag: Taylor & Francis Inc
Oplagsdato: 17 feb 2011
Forfatter(e): JungHyun Han
Forfatter(e) JungHyun Han


Kategori Spiludvikling og programmering


ISBN-13 9781439827376


Sprog Engelsk


Indbinding Hardback


Sider 330


Udgave


Længde 19mm


Bredde 161mm


Højde 237mm


Udg. Dato 17 feb 2011


Oplagsdato 17 feb 2011


Forlag Taylor & Francis Inc

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