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-3D Graphics for Game Programming- By JungHyun Han, Jubok Kim

Posted on 2012-06-27




Name:-3D Graphics for Game Programming- By JungHyun Han, Jubok Kim
ASIN/ISBN:1439827370
Publish Date: 2011
Pages: 326 pages
File Type: PDF
File Size: 30 MB
Other Info: Сhарmаn & Наll/СRС, Таylоr and Frаnсis; ISBN: 1439827370 9781439827376 9781439827383
   -3D Graphics for Game Programming- By JungHyun Han, Jubok Kim

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Revised with Errata Edition

Designed for advanced undergraduate and beginning graduate courses, this book 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.

Contents

Preface

1 Modeling in Game Production

1.1 Game Production Pipeline

1.2 Polygon Mesh

1.2.1 Polygon Mesh Creation

1.2.2 Polygon Mesh Representation

1.2.3 Surface Normal

1.3 Model Export and Import

1.4 Coordinate Systems

2 Vertex Processing

2.1 World Transform

2.1.1 Affine Transforms and Homogeneous Coordinates

2.1.2 World Matrix

2.1.3 Euler Transform

2.1.4 Transform of Surface Normals

2.2 View Transform

2.2.1 Camera Space

2.2.2 Space Change and View Matrix

2.3 Per-vertex Lighting

2.4 Projection Transform

2.4.1 View Frustum

2.4.2 Projection Matrix

2.4.3 Derivation of Projection Matrix

3 Rasterization

3.1 Clipping

3.2 Perspective Division

3.3 Back-face Culling

3.4 Coordinate Systems - Revisited

3.4.1 3ds Max to OpenGL - Axis Flipping

3.4.2 OpenGL to Direct3D - Reflection

3.4.3 OpenGL to Direct3D - Vertex Reordering

3.5 Viewport Transform

3.6 Scan Conversion

3.7 Application: Object Picking

3.7.1 Computing World-space Ray

3.7.2 Ray-object Intersection Test

4 Fragment Processing and Output Merging

4.1 Texturing

4.1.1 Texture Coordinates

4.1.2 Surface Parameterization

4.1.3 Texture Coordinates to Texel Address

4.2 Output Merging

4.2.1 Z-buffering

4.2.2 Alpha Blending

4.3 Z-culling

4.3.1 Tile-based Culling

4.3.2 Application: Pre-Z Pass

5 Illumination and Shaders

5.1 Phong Lighting Model

5.1.1 Diffuse Reflection

5.1.2 Specular Reflection

5.1.3 Ambient Reflection

5.1.4 Emissive Light

5.2 Shaders and Shading Languages

5.2.1 Vertex and Fragment Shaders

5.2.2 High-Level Shading Language

5.3 Lighting in the Pipeline

5.3.1 Per-vertex Lighting in HLSL

5.3.2 Per-vertex Lighting vs. Per-fragment Lighting

5.3.3 Per-fragment Lighting in HLSL

5.4 Global Illumination

5.4.1 Ray TVacing

5.4.2 Radiosity

6 Parametric Curves and Surfaces

6.1 Parametric Curves

6.1.1 Bezier Curves

6.1.2 Hermite Curve and Catmull-Rom Spline

6.2 Application: Camera Path

6.3 Bezier Surfaces

6.3.1 Bilinear Patch

6.3.2 Biquadratic Bezier Patch

6.3.3 Bicubic Bezier Patch

6.3.4 Bezier Triangle

7 Shader Models

7.1 Shader Model 4 and Geometry Shader

7.2 Application: Dynamic Particle System

7.2.1 Physics-based Simulation of Particles

7.2.2 Fireworks Simulation

7.2.3 Fireworks Rendering

7.3 Shader Model 5 and Tessellation

7.4 Application: PN-triangles

7.4.1 Computing Control Points

7.4.2 Computing Control Normals

7.4.3 PN-triangle Tessellation

8 Image Texturing

8.1 Texture Addressing Mode

8.2 Texture Filtering

8.2.1 Magnification

8.2.2 Minification

8.3 Mipmapping

8.3.1 Mipmap Construction

8.3.2 Mipmap Filtering

8.3.3 Options for Mipmap Filtering

8.4 Anisotropic Filtering

9 Bump Mapping

9.1 Height Field

9.2 Normal Mapping

9.2.1 Normal Map

9.2.2 Algorithm for Normal Mapping

9.3 Tangent-space Normal Mapping

9.3.1 Algorithm for Tangent-space Normal Mapping

9.3.2 Tangent Space Computation

9.4 Authoring of Normal Map

9.5 Parallax Mapping

9.6 Displacement Mapping

10 Advanced Texturing

10.1 Environment Mapping

10.1.1 Cube Mapping

10.1.2 Cube Map Access

10.1.3 Dynamic Cube Mapping

10.2 Light Mapping

10.2.1 Diffuse Light Mapping

10.2.2 Radiosity Normal Mapping

10.3 Shadow Mapping

10.3.1 Algorithm for Shadow Mapping

10.3.2 Shader Codes for Shadow Mapping

10.3.3 Shadow Map Filtering

10.4 Ambient Occlusion

10.5 Deferred Shading

11 Character Animation

11.1 Keyframe Animation

11.2 Rotation

11.2.1 Interpolation of Euler Angles

11.2.2 Quaternion Representation

11.2.3 Rotation Using Quaternion

11.2.4 Interpolation of Quaternions

11.3 Hierarchical Modeling and Space Change

11.3.1 Hierarchical Model

11.3.2 Space Change between Bones

11.3.3 World Space to Bone Space

11.4 Forward Kinematics

11.5 Skinning and Keyframe Animation

11.5.1 Skinning

11.5.2 Skinning in Keyframe Animation

11.6 Inverse Kinematics

11.6.1 Analytic Solution

11.6.2 Cyclic Coordinate Descent

12 Physics-based Simulation

12.1 Penalty Method

12.2 Impulse Method

12.2.1 Impulse

12.2.2 Impulse-based Collision Resolution

12.3 Collision Detection

12.3.1 Bounding Volumes and Their Hierarchy

12.3.2 TViangle-triangle Intersection

References

Errata

with TOC BookMarkLinks



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