ReviewsChapter 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"
Dewey Edition22
Table Of ContentChapter 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"
Edition DescriptionNew Edition
SynopsisGame Graphics Programming is written as the definitive reference for the high-level graphics techniques and technologies needed for current and next generation video games. Beginning with an overview of game graphics, the book progresses from 2D and 3D through shaders, software rendering, ray tracing, mapping surfaces, reflections and refractions, lighting, global illumination, optimization, shadows, high-dynamic range, and other special effects. There is no current book that teaches the fundamentals of game graphics programming. Graphics programming is very specialized and even more so when you narrow it down to game graphics. This book comes with a software rendering system and ray tracer allowing users to work through the projects and demos in each chapter. All demos for each chapter have Mac, Linux, and Windows versions with the exception those created in DirectX, which is Windows only technology. The technologies covered in this book use OpenGL 2.0, DirectX 10.0, "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.
LC Classification NumberQA1