3D Graphics for Game Programming by JungHyun Han PDF

By JungHyun Han

ISBN-10: 1439827370

ISBN-13: 9781439827376

Designed for complicated undergraduate and starting graduate classes, 3D pictures for video game Programming presents must-know info for achievement in interactive images. Assuming a minimum prerequisite knowing of vectors and matrices, it additionally offers adequate mathematical historical past for online game builders to mix their earlier event in pictures API and shader programming with the history conception of machine graphics.

Well equipped and logically awarded, this e-book takes its organizational layout from GPU programming and provides quite a few algorithms for programmable levels besides the information required to configure hard-wired levels. simply available, it deals a wealth of intricate 3D visible displays and comprises extra theoretical and technical info in separate shaded packing containers and non-compulsory sections.

Maintaining API neutrality all through to maximise applicability, the publication supplies pattern courses to help in knowing. complete PowerPoint records and extra fabric, together with videos and lecture notes with all the figures within the publication, can be found at the book’s site: http://media.korea.ac.kr/book

Show description

Read Online or Download 3D Graphics for Game Programming PDF

Best 3d graphics books

Download PDF by Robert Galanakis: Practical Maya Programming with Python

Create and customise UIs utilizing average instruments and libraries
Understand how Maya can leverage complex Python features
Make your instruments, and Maya itself, absolutely automatable
In Detail

Autodesk Maya is a 3D special effects software program. It bargains an enormous and versatile set of positive factors using Python. it isn't tricky to start utilizing Python in Autodesk Maya, however it will be tough to move from writing procedural, MEL-inspired instruments to development the strong but uncomplicated platforms that Python promises.

Practical Maya Programming with Python may also help you grasp either Python and Maya. With thorough reasons, illustrative examples, and whole pattern initiatives, you'll tips on how to use Python to allure Maya into obeying your each command. functional Maya Programming with Python will educate you ways PyMEL works in addition to the right way to take care of blunders and write composable code in Python.

What you'll examine from this book

Understand the structure of Python items, Maya nodes, and PyMEL
Write composable code that's modular and re-usable
Make Maya "Pythonic" by utilizing decorators and context managers
Learn approximately assorted Maya UI suggestions and libraries
Use PySide and PyQt to construct Maya person interfaces
Turn Maya right into a server that may be managed remotely
Understand the right way to use Python with Maya's API
Conquer customized nodes utilizing Python's dynamic style creation
Approach

"Practical Maya Programming with Python" is a realistic instructional jam-packed with lots of examples and pattern tasks which courses you thru construction reusable, self sufficient modules and dealing with unforeseen errors.

Who this e-book is written for

If you're a developer trying to construct a strong approach utilizing Python and Maya's features, then this ebook is for you. useful Maya Programming with Python is ideal for intermediate clients with easy adventure in Python and Maya who are looking to higher their wisdom and abilities.

Read e-book online Physically Based Rendering: From Theory to Implementation PDF

Книга является отличным справочным пособием для всех кого интересует photorealistic rendering. В книге рассмотрено большое количество новых алгоритмов с реализацией на мета-языке (например дается subsurface scattering). Стоит отметить что Matt Pharr является редактором серии GPU gem stones от NVIDIA!

P. S. Спешу предупредить, что данный файл является рабочим вариантом книги и здесь текст (. .. а рисунки тем паче) представлен в начальном редакционном виде (общее число страниц не совпадает финальным вариантом, ИМХО за счет отсутствия части рисунков и более плотной верстки).

P. P. S. Данный файл был любезно предоставлен мне из торрентовской сети Dimitry N. за что ему огромное спасибо. Ежели кто найдет полную версию книги - сообщите, также ищу полные версии GPU gemstones 1,2.

Download e-book for iPad: Mental ray for Maya, 3ds Max and XSI: a 3D artist's guide to by Boaz Livny

Creation. bankruptcy 1: creation to psychological ray. what's psychological ray? Why Use psychological ray? The constitution of psychological ray. psychological ray Integration. Command-Line Rendering and the Stand-Alone Renderer. psychological ray Shaders and Shader Libraries. oblique Illumination. bankruptcy 2: Rendering Algorithms. advent to man made lighting fixtures.

Get Real-Time Graphics Rendering Engine (Advanced Topics in PDF

"Real-Time pictures Rendering Engine" finds the software program structure of the fashionable real-time 3D photographs rendering engine and the correct applied sciences in keeping with the authors’ event constructing this high-performance, real-time procedure. The suitable wisdom approximately real-time portraits rendering corresponding to the rendering pipeline, the visible visual appeal and shading and lighting fixtures versions also are brought.

Additional resources for 3D Graphics for Game Programming

Example text

Therefore, in the √ {EYE,u,v,n}, the coordinates of the teapot’s mouth are (0,0,− 101). It becomes much easier to develop the rendering algorithms if all the worldspace objects are redefined into the camera space in the manner of the teapot’s mouth. It is called space change from the world space {O,e1 ,e2 ,e3 } to the camera space {EYE,u,v,n}, and is performed by the view transform. This subsection presents how the view transform is derived. You have to clearly understand the concept of space change because it is frequently used in this book.

Given n and l, the reflection vector r can be computed. The view vector v connects p and the camera position (EYE). If v is closer to r, for example, the camera would receive more reflected light. All the parameters shown in Fig. 13 are combined to determine p’s color perceived by the camera. In the procedure briefly sketched above, lighting is computed per vertex. It is called per-vertex lighting and is done by the vertex program. However, per-vertex lighting is old-fashioned. More popular is per-fragment lighting.

21-(b), which is the reflection of the image shown in Fig. 21-(a). A solution to resolve this inconsistency is simple. At the remodeling stage, the z -coordinates of the object and view parameters are negated. It has the effect of reflecting the object and camera with respect to the xy-plane. Fig. 21-(c) shows the z -negated object and view parameters. Then, the correct image is obtained. Modeling in Game Production 21 Fig. 21: Reflection needed for converting from RHS to LHS. (a) An object and the view parameters are defined in an RHS.

Download PDF sample

3D Graphics for Game Programming by JungHyun Han


by Jason
4.1

Rated 4.41 of 5 – based on 48 votes