Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010065611 | QA76.76.C672 W37 2003 v.2 | Open Access Book | Great Book | Searching... |
On Order
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 |