3D Game Engine Design
A Practical Approach to Real-Time Computer Graphics, 3rd edition
David Eberly(Author)
CRC Press
3rd Edition
Published on 31. December 2023
Book
Hardback
800 pages
978-1-138-04785-3 (ISBN)
Description
Since the current edition, most of the graphics concepts have not changed, but the graphics hardware has evolved signicantly. Desktop GPUS are quite powerful these days. The latest GPUs are important for the popular topics of virtual reality (VR), and augmented reality (AR). To allow fine-grained control of these aspects of graphics and computing, we now have new graphics APIs, namely, Direct3D 12 and Vulkan. The primary goal of the 3rd edition is to cover the multi-engine view of modern GPUs (graphics, compute,copy) and to talk specically about Direct3D 12 and Vulkan. The book will also provide C++ source code libraries that wrap the features of Direct3D 12 and of Vulkan.
More details
Edition
3rd edition
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Dimensions
Height: 235 mm
Width: 184 mm
ISBN-13
978-1-138-04785-3 (9781138047853)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Other editions
Previous edition

Book
11/2006
2nd Edition
Focal Press
€129.50
Shipment within 15-20 days
Person
Dave Eberly is the president of Geometric Tools, a company that specializes in software development for computer graphics, image analysis and numerical methods. He is also senior researcher at Microsoft. Previously he was the director of emgineering at Nemerical Design, the company responsible for the reat-time 3D game engine, Netimerse.
Content
Ch 1 Introduction.
Ch 2 Fundamentals of 3D Graphics.
Ch 3 Rendering Concepts.
Ch 4 Modern GPU Architecture.
Ch 5 Direct3D
Ch 6 Vulkan.
Ch 7 Scene Graphics.
Ch 8 Collision Detection.
Ch 9 Physics.
Ch 10 GPU-Based Ray Tracing.
Ch 11 Topics for Tool Support.
Ch 12 Additional Resources at the Geometric Tools Website.
Ch 2 Fundamentals of 3D Graphics.
Ch 3 Rendering Concepts.
Ch 4 Modern GPU Architecture.
Ch 5 Direct3D
Ch 6 Vulkan.
Ch 7 Scene Graphics.
Ch 8 Collision Detection.
Ch 9 Physics.
Ch 10 GPU-Based Ray Tracing.
Ch 11 Topics for Tool Support.
Ch 12 Additional Resources at the Geometric Tools Website.