The articles in this text provide specific techniques for well-defined problems facing graphics programmers in the production of a variety of projects, including visual effects, real-time graphics and games. Each article provides a ready-to-use solution. The emphasis throughout the book is on the emerging graphics technology tht has been enabled by increases in hardware capabilities and computational speed, as well as advances in algorithms and programming techniques. The companion CD-ROM includes all the source code and images from the book.
The articles in this text provide specific techniques for well-defined problems facing graphics programmers in the production of a variety of projects, including visual effects, real-time graphics and games. Each article provides a ready-to-use solution. The emphasis throughout the book is on the emerging graphics technology tht has been enabled by increases in hardware capabilities and computational speed, as well as advances in algorithms and programming techniques. The companion CD-ROM includes all the source code and images from the book.
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für Beruf und Forschung
Für die Erwachsenenbildung
Illustrationen
Maße
Höhe: 191 mm
Breite: 235 mm
ISBN-13
978-1-58450-299-9 (9781584502999)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Jeff Lander (Redondo Beach, CA) is the founder of Darwin 3D, a company geared toward a higher adaptation of real-time 3D graphics. Jeff has worked as a programmer for over 10 years in the video game, television, and film arenas, where he has developed many real-time graphic applications. Darwin 3D's many game and entertainment clients include Activision, MGM Animation, Quantum Works Corporation, and Rhythm and Hues Studios. Jeff wrote the monthly Graphic Content column for Game Developer Magazine from 1998 -2001 and continues to submit feature articles. Jeff also co-founded the Game Technology Seminars and was the graphics section editor for Game Programming Gems 3.
Jeff Lander (Redondo Beach, CA) is the founder of Darwin 3D, a company geared toward a higher adaptation of real-time 3D graphics. Jeff has worked as a programmer for over 10 years in the video game, television, and film arenas, where he has developed many real-time graphic applications. Darwin 3D's many game and entertainment clients include Activision, MGM Animation, Quantum Works Corporation, and Rhythm and Hues Studios. Jeff wrote the monthly Graphic Content column for Game Developer Magazine from 1998 -2001 and continues to submit feature articles. Jeff also co-founded the Game Technology Seminars and was the graphics section editor for Game Programming Gems 3.
Animation: simulating and rendering particle systems; resolution of the inverse kinematic of an articulated structure; using the Jacobian pseudo-inverse; real-time animation of trees; collision detection of deformable volumetric meshes; scripted bodies and spline driven animation; creating a real-time facial expression and lip-sync system. Geometry: extending features using Euclidean distance transforms; automatic parametrization on the cube; an optimal dynamic surface caching algoritm; an easy-to-code smoothing algorithm for 3D reconstructed surfaces; a fast and simple all integer parametric line; a fast all integer ellipse discretization algorithm; vector hidden line removal and factional quantitative invisibility; building a flexible terrain engine for the future; a framework for rapid 3D level design using MAXScript code generation; k-d tree face portals with solid geometry; higher order surfaces using curved PN triangles; visible terrain grid determination using Frustum; real-time multi-resolution dynamics of deeply hierarchical bodies. Rendering: illumination-based occlusion culling; software rasterization; quantization of true-colour images with opacity information; global illumination for games; sub-surface rendering algorithm; antialiasing for bump maps and a fast normalization trick; a modified Phong-Blinn light model for shadowed areas; fast setup for bi-linear and bi-quadratic interpolation over triangles; real-time atmospheric light scattering; true volumetric shadows; 3D planets; metropolis sampling for global illumination; rendering with adaptive integration; pixel shader optimizations for terrain rendering; an effective kd-tree implementation; stochastic iteration for non-diffuse global illumination; metropolis sampling in global illumination; real-time relighting of compressed panoramas; IISB Colour Model and its application in dynamic textures; uniform density of fog volumes.