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Cover image for 3D games
Title:
3D games
Personal Author:
Publication Information:
Harlow : Addison-Wesley, 2003
Physical Description:
v. ;

1v + 1 CD-ROM
ISBN:
9780201787061
General Note:
Also available in compact disc version : CP 5207
Added Author:

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Library
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Item Category 1
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30000010065611 QA76.76.C672 W37 2003 v.2 Open Access Book Great Book
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Summary

Summary

The second volume of the 3D games series concentrating on the areas of advanced real-time rendering and animation. The computer games industry continues to consume techniques from off-line graphics as more and more powerful hardware facilitates this. With the launch of GeForce3 and X-box there is a massive leap forward in the techniques that can be implemented in real-time. The theory behind these techniques is addressed in the book, integrated with practical implementations using the accompanying FLYD3 games engine.


Author Notes

Alan Watt, based at the University of Sheffield, is the author of many successful books including 3D Computer Graphics, Advanced Animation and Rendering Techniques, The Computer Image and 3D Games Volume 1: Real-Time Rendering and Software Technology. Fabio Policarpo is a software developer and founder of the company Parelelo ComputaƧao based in Rio de Janeiro. He is currently working on independent 3D action multiplayer games.


Table of Contents

Preface
1 The Anatomy of an Advanced Game System I - The Build Process and Static Lighting
1.1 Data Structures
1.2 The Build Process
1.3 Light Map Build
1.4 BSP Management
1.5 Advanced Static Lighting - Radiosity
Appendix 1.1 Building In Practice
Appendix 1.2 Basic Radiosity Theory
2 The Anatomy of an Advanced Games System II - Real-Time Processes
2.1 Viewing And The BSP
2.2 Camera Control
2.3 Generic Collision Detection And Response
2.4 Specialised Collision Detection And Response
2.5 Generic Path Planning
Appendix 2.1 Demonstrations Of Real-Time Processes
3 The Anatomy of an Advanced Games System III - Software Design and Application Programming
3.1 Types Of Applications
3.2 FLT3D Engine Architecture
Appendix 3.1 Writing A Plug-In
4 Real - Time Rendering
4.1 Introduction
4.2 Vertices, Pixels And Maps
4.3 Factorisation Methods
4.4 Brdfs And Real Materials
4.5 Per-Pixel Shading Using Brdfs
4.6 Environment Map Parameterisations
4.7 Implementing Brdfs: Separable Approximations
4.8 Shading Languages And Shaders
5 Real - Time Rendering - Practice
5.1 Basic Shaders
5.2 Render States
5.3 Shader Examples
5.4 Real-Time Rendering In Hardware
5.5 Dynamic Textures
5.6 Effects
Appendix 5.1 Using And Experimenting With Shaders
Appendix 5.2 Vertex Programming For NVIDIA Geforce3
Appendix 5.3 NVIDIA Register Combiner Operation
6 Geomentry Processing
6.1 Introduction
6.2 Motivating Factors And Definitions
6.3 Ordering Or Error Criteria
6.4 Simplification And Attributes
6.5 Case Studies
Appendix 6.1 Mathematical Background
Appendix 6.2 Demonstration
7 Character Animation
7.1 Introduction
7.2 Vertex Animation And Blending
7.3 Skeleton Animation
7.4 Low-Level Animation Management
Appendix 7.1 Using Quaternions To Represent Rotation
Appendix 7.2 Implementing Quaternions
Appendix 7.3 Efficiency Consideration In Character Animation (Optimising For SIMD Pentium3 Instructions)
8 Animating Shap - Methods
8.1 Introduction
8.2 Spline Cages
8.3 Free Form Deformation (FFD)
8.4 Extended Free Form Deformations (Effds)
8.5 Curve Deformers - Wires
8.6 Skinning Revisited
Appendix 8.1 Scattered Data Interpolation Using Radial Basis Functions
9 Elements of Advanced Character Animation
9.1 Introduction - An Anthropomorphic Interface For Games
9.2 Converting Linguistic Representations Into Animation - Examples
9.3 Facial Animation, Visual Speech And Tracking
9.4 Models For Controlling, Rendering And Tracking Facial Meshes
9.5 Visual Speech
9.6 Facial Animation And MPEG-4
9.7 Rendering Issues
9.8 Conclusions And Problems
Appendix9.1 A Pseudo-Muscle Model Implementation
10 Animating Characters with Motion Capture
10.1 Introduction
10.2 Motion Data
10.3 Skeletons And Mocap - BVH Format
10.4 Basic Manipulation Of Motion Data
10.5 Interpolation In Mocap
10.6 Classic Signal Processing And Mocap
10.7 Signal Processing And Mocap Data
10.8 Motion Editing: Constraint-Based Approaches
Appendix 10.1 Demonstration
11 Inverse Kinematics: The Theory
11.1 An Example - The Two-Link Arm
11.2 The Jacobian
11.3 Approaches To IK
11.4 Practical Approaches To Inverse Kinematics
References
Index
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