Cover image for Game graphics programming
Title:
Game graphics programming
Personal Author:
Series:
Course Technology
Publication Information:
Boston, MA : Course Technology/Charles River Media/Cengage Learning, 2008
Physical Description:
1 CD-ROM ; 12 cm.
ISBN:
9781584505167
General Note:
Accompanying CD-ROM features all the C++ source code and pseudo-code examples used throughout the book

Accompanies text of the same title : QA76.76.C672 S43 2008

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Summary

Summary

"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in today�s video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You�ll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you�ve reviewed the foundations of game graphics, you�ll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you�ll also examine optimizations that can be done to improve performance and alternative methods. "Game Graphics Programming" presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games.


Table of Contents

Chapter 1 "Introduction to Computer Graphics"
Chapter 2 "2D and 3D Graphics"
Chapter 3 "Ray Tracing"
Chapter 4 "Rasterization"
Chapter 5 "Programmable Shaders"
Chapter 6 "Mapping Surfaces"
Chapter 7 "Additional Surface Mapping"
Chapter 8 "Lighting and Materials"
Chapter 9 "Advanced Lighting and Shadows"
Chapter 10 "Global Illumination Techniques"
Chapter 11 "Special Effects: High Dynamic Range Rendering"
Chapter 12 "Special Effects: Additional Effects"
Chapter 13 "Sky and Terrain Rendering"
Chapter 14 "Water and Nature Rendering"
Chapter 15 "Optimizations"
Chapter 16 "Conclusions"