3D graphics for game programming/ JungHyun Han

By: Han, JungHyunMaterial type: TextTextPublication details: Boca Raton: Chapman and Hall/CRC, c2011Description: 318 p. : ill. ; 25 cmISBN: 9781439827376Subject(s): Computer games--Programming | Computer graphics | Three-dimensional imagingDDC classification: 006.6
Contents:
Modeling in Game Production 1.1 Game Production Pipeline . . 1.2 Polygon Mesh 1.2.1 Polygon Mesh Creation* 1.2.2 Polygon Mesh Representation 1.2.3 Surface Normal . . . 1.3 Model Export and Import 1.4 Coordinate Systems . . . . Vertex Processing 2.1 World 2.1.1 Affiiie Tiansforms and Homogeneous Coordinates 2.1.2 World Matrix . . 2.1.3 Elder Ti-ansform 2.1.4 Transform of Surface Normals . . 2.2 View Ti-anslbrm . . . . 2.2.1 Camera Space 2.2.2 Space Change and View Matrix . 2.3 Per-vertex Lighting . . . 2.4 Projection Transform . . 2.4.1 View Fi-ustum . . . 2.4.2 Projection Matrix 2.4.3 Derivation of Projection Matrix* Rasterization 3.1 Clipping 3.2 Persiiective Division 3.3 Back-face Culling 3.4 Coordinate Sy.stems - Revisited* 3.4.1 3ds Max to OpenGL - Axis Flipping . . . 3.4.2 OpenGL to Direct3D - Reflection 3.4.3 OpenGL to Direct3D - Veilex Reordering 3.5 Vi(!wport Transform 3.6 Scan Conversion 3.7 Application; Object Picking 3.7.1 Computing World-space Ray 3.7.2 Ray-object Intersection Test . Fragment Processing and Output Merging 4.1 Texturing 4.1.1 Texture Coordinates . . . 4.1.2 Surface Parameterization 4.1.3 Texture Coordinates to Texel Address 4.2 Output Merging ... . 4.2.1 Z-buffering . . . 4.2.2 Alpha Blending . 4.3 Z-culling 4.3.1 Tile-based Culling . ... 4.3.2 Application: Pre-Z Pass . Illumination and Shaders 5.1 Phong Lighting Model . . . 5.1.1 Diffuse Reflection . . 5.1.2 Specular Reflection . 5.1.3 Ambient Reflection . 5.1.4 Emissive Light . . . 5.2 Shaders and Shading Latiguages . . . 5.2.1 Vertex and Fragment Shaders . 5.2.2 High-Level Shading Language* 5.3 Lighting in the Pipeline 5.3.1 Per-vertex Lighting in HLSL" . 5.3.2 Per-vertex Lighting vs. Per-fragment Lighting 5.3.3 Per-fragment Lighting in HLSL* 5.4 Global Illumination 5.4.1 Ray Tracing . 5.4.2 Radiosity . . Parametric Curves and Surfaces 6.1 Parametric Curves . . 6.1.1 Dezier Curves . 6.1.2 Hennite Curve and Catmull-Roni Spline . - . 6.2 Application: Camera Path . . • 6.3 Bczier Surfaces . . . . 6.3.1 Bilinear Patch 6.3.2 Bi(iuadratic Bezicr Patch 6.3.3 Bicubic Bezior Patch , {).3.4 Bezier Triangle . • • 7 Shader Models 7.1 Shader Model 4 and Geometry Shader . . 7.2 Application: Dynamic Particle System . . . . 7.2.1 Physics-based Simulation of Particles . 7.2.2 Fireworks Simulation . . . 7.2.3 Fireworks Rendering . . . 7.3 Shader Model 5 and Tessellation 7.4 Application: PN-triangles . . . . 7.4.1 Computing Control Points 7.4.2 Computing Control Normals 7.4.3 PN-triangle Tessellation . . 8 Image Texturing 8.1 Texture Addressing Mode . . 8.2 Texture Filtering 8.2.1 Magnification 8.2.2 Minification 8.3 Mipmapping 8.3.1 Mipmap Construction 8.3.2 Mipmap Filtering . . . 8.3.3 Options for Mipmap Filtering 8.4 Anisotropic Filtering 9 Bump Mapping 9.1 Height Field . . . . 9.2 Normal Mapping . . 9.2.1 Normal Map 9.2.2 Algorithm for Normal Mapping 9.3 Tangent-space Normal Mapping . . . 9.3.1 Algorithm for Tangent-space Normal Mapping 9.3.2 Tangent Space Computation* . . 9.4 Authoring of Normal Map . . . 9.5 Parallax Mapping . . . . 9.6 Displacement Mapping . 10 Advanced Texturing 10.1 Environment Mapping . . 10.1.1 Cube Mapping . . 10.1.2 Cube Map Access* 10.1.3 Dynamic Cube Mapping . . 10.2 Light Mapping 10.2.1 Diffuse Light Mapping . . . 10.2.2 Radiosity Normal Mapping* 10.3 Shadow Mapping 10.3.1 Algorithm for Shadow Mapping . 10.3.2 Shaclcr Codes for Shadow Mapping* . . 10.3.3 Shadow Map Filtering 10.4 Ambient Occlusion 10.5 Deferred Shading 11 Character Animation 11.1 Keyframe Animation 11.2 Rotation 11.2.1 Interpolation of Elder Angles 11.2.2 Quaternion Representation 11.2.3 Rotation Using Quaternion 11.2.4 Interpolation of Quaternions 11.3 Hierarchical Modeling and Space Change . . . 11.3.1 Hierarchical Model 11.3.2 Space Change between Bones 11.3.3 World Space to Bone Space 11.4 Forward Kinematics 11.5 Skinning and Keyframe Animation 11.5.1 Skinning 11.5.2 Skinning in Keyframe Animation . . . . ll.C Inverse Kinematics 11.6.1 Analytic Solution 11.6.2 Cyclic Coordinate Descent 12 Physics-based Simulation* 12.1 Penalty Method 12.2 Impulse Method 12.2.1 Impidse 12.2.2 Imi)nl.se-based Collision Resolution . . . 12.3 Collision Detection 12.3.1 Bounding Volumes and Their Hierarchy 12.3.2 Ti-iangle-triangle Intersection References
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Item type Current library Call number Status Date due Barcode Item holds
General Books General Books Central Library, Sikkim University
General Book Section
006.6 HAN/G (Browse shelf(Opens below)) Available P41466
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Includes bibliographical references (p. 311-313) and index.

Modeling in Game Production
1.1 Game Production Pipeline . .
1.2 Polygon Mesh
1.2.1 Polygon Mesh Creation*
1.2.2 Polygon Mesh Representation
1.2.3 Surface Normal . . .
1.3 Model Export and Import
1.4 Coordinate Systems . . . .
Vertex Processing
2.1 World
2.1.1 Affiiie Tiansforms and Homogeneous Coordinates
2.1.2 World Matrix . .
2.1.3 Elder Ti-ansform
2.1.4 Transform of Surface Normals . .
2.2 View Ti-anslbrm . . . .
2.2.1 Camera Space
2.2.2 Space Change and View Matrix .
2.3 Per-vertex Lighting . . .
2.4 Projection Transform . .
2.4.1 View Fi-ustum . . .
2.4.2 Projection Matrix
2.4.3 Derivation of Projection Matrix*
Rasterization
3.1 Clipping
3.2 Persiiective Division
3.3 Back-face Culling
3.4 Coordinate Sy.stems - Revisited*
3.4.1 3ds Max to OpenGL - Axis Flipping . . .
3.4.2 OpenGL to Direct3D - Reflection
3.4.3 OpenGL to Direct3D - Veilex Reordering
3.5 Vi(!wport Transform
3.6 Scan Conversion
3.7 Application; Object Picking
3.7.1 Computing World-space Ray
3.7.2 Ray-object Intersection Test .
Fragment Processing and Output Merging
4.1 Texturing
4.1.1 Texture Coordinates . . .
4.1.2 Surface Parameterization
4.1.3 Texture Coordinates to Texel Address
4.2 Output Merging ... .
4.2.1 Z-buffering . . .
4.2.2 Alpha Blending .
4.3 Z-culling
4.3.1 Tile-based Culling . ...
4.3.2 Application: Pre-Z Pass .
Illumination and Shaders
5.1 Phong Lighting Model . . .
5.1.1 Diffuse Reflection . .
5.1.2 Specular Reflection .
5.1.3 Ambient Reflection .
5.1.4 Emissive Light . . .
5.2 Shaders and Shading Latiguages . . .
5.2.1 Vertex and Fragment Shaders .
5.2.2 High-Level Shading Language*
5.3 Lighting in the Pipeline
5.3.1 Per-vertex Lighting in HLSL" .
5.3.2 Per-vertex Lighting vs. Per-fragment Lighting
5.3.3 Per-fragment Lighting in HLSL*
5.4 Global Illumination
5.4.1 Ray Tracing .
5.4.2 Radiosity . .
Parametric Curves and Surfaces
6.1 Parametric Curves . .
6.1.1 Dezier Curves .
6.1.2 Hennite Curve and Catmull-Roni Spline . - .
6.2 Application: Camera Path . . •
6.3 Bczier Surfaces . . . .
6.3.1 Bilinear Patch
6.3.2 Bi(iuadratic Bezicr Patch
6.3.3 Bicubic Bezior Patch ,
{).3.4 Bezier Triangle . • •
7 Shader Models
7.1 Shader Model 4 and Geometry Shader . .
7.2 Application: Dynamic Particle System . . .
. 7.2.1 Physics-based Simulation of Particles .
7.2.2 Fireworks Simulation . . .
7.2.3 Fireworks Rendering . . .
7.3 Shader Model 5 and Tessellation
7.4 Application: PN-triangles . . . .
7.4.1 Computing Control Points
7.4.2 Computing Control Normals
7.4.3 PN-triangle Tessellation . .
8 Image Texturing
8.1 Texture Addressing Mode . .
8.2 Texture Filtering
8.2.1 Magnification
8.2.2 Minification
8.3 Mipmapping
8.3.1 Mipmap Construction
8.3.2 Mipmap Filtering . . .
8.3.3 Options for Mipmap Filtering
8.4 Anisotropic Filtering
9 Bump Mapping
9.1 Height Field . . . .
9.2 Normal Mapping . .
9.2.1 Normal Map
9.2.2 Algorithm for Normal Mapping
9.3 Tangent-space Normal Mapping . . .
9.3.1 Algorithm for Tangent-space Normal Mapping
9.3.2 Tangent Space Computation* . .
9.4 Authoring of Normal Map . . .
9.5 Parallax Mapping . . . .
9.6 Displacement Mapping .
10 Advanced Texturing
10.1 Environment Mapping . .
10.1.1 Cube Mapping . .
10.1.2 Cube Map Access*
10.1.3 Dynamic Cube Mapping . .
10.2 Light Mapping
10.2.1 Diffuse Light Mapping . . .
10.2.2 Radiosity Normal Mapping*
10.3 Shadow Mapping
10.3.1 Algorithm for Shadow Mapping .
10.3.2 Shaclcr Codes for Shadow Mapping* . .
10.3.3 Shadow Map Filtering
10.4 Ambient Occlusion
10.5 Deferred Shading
11 Character Animation
11.1 Keyframe Animation
11.2 Rotation
11.2.1 Interpolation of Elder Angles
11.2.2 Quaternion Representation
11.2.3 Rotation Using Quaternion
11.2.4 Interpolation of Quaternions
11.3 Hierarchical Modeling and Space Change . . .
11.3.1 Hierarchical Model
11.3.2 Space Change between Bones
11.3.3 World Space to Bone Space
11.4 Forward Kinematics
11.5 Skinning and Keyframe Animation
11.5.1 Skinning
11.5.2 Skinning in Keyframe Animation . . . .
ll.C Inverse Kinematics
11.6.1 Analytic Solution
11.6.2 Cyclic Coordinate Descent
12 Physics-based Simulation*
12.1 Penalty Method
12.2 Impulse Method
12.2.1 Impidse
12.2.2 Imi)nl.se-based Collision Resolution . . .
12.3 Collision Detection
12.3.1 Bounding Volumes and Their Hierarchy
12.3.2 Ti-iangle-triangle Intersection
References

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