
Real-Time Visual Effects for Game Programming
Springer (Publisher)
Published on 18. May 2015
Book
Hardback
XII, 227 pages
978-981-287-486-3 (ISBN)
Description
This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.
More details
Series
Edition
2015
Language
English
Place of publication
Singapore
Singapore
Target group
Professional and scholarly
Professional/practitioner
Illustrations
81 s/w Abbildungen, 85 farbige Abbildungen
XII, 227 p. 166 illus., 85 illus. in color.
Dimensions
Height: 241 mm
Width: 160 mm
Thickness: 19 mm
Weight
530 gr
ISBN-13
978-981-287-486-3 (9789812874863)
DOI
10.1007/978-981-287-487-0
Schweitzer Classification
Other editions
Additional editions

Chang-Hun Kim | Sun-Jeong Kim | Soo-Kyun Kim
Real-Time Visual Effects for Game Programming
Book
10/2016
Springer
€106.99
Shipment within 15-20 days

Chang-Hun Kim | Sun-Jeong Kim | Soo-Kyun Kim
Real-Time Visual Effects for Game Programming
E-Book
04/2015
1st Edition
Springer
€96.29
Available for download
Content
Basic Concepts of Visual Effects.- Water and Bubbles.- Smoke.- Fire and Ice.- Fluid Interaction.- Real-Time Visual Effects Programming.