
Advanced Game Development with Programmable Graphics Hardware
A K Peters (Publisher)
1st Edition
Will be published approx. on 1. August 2005
Book
Hardback
384 pages
978-1-56881-240-3 (ISBN)
Description
This book addresses the new possibilities that are becoming available in games technology through the development of programmable hardware. It is helpful for students of game technology and established game programmers and developers who want to update their expertise to the new technology.
More details
Language
English
Place of publication
Natick
United States
Publishing group
Taylor & Francis Inc
Target group
Professional and scholarly
Professional Practice & Development
Dimensions
Height: 232 mm
Width: 191 mm
Weight
911 gr
ISBN-13
978-1-56881-240-3 (9781568812403)
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 Classification
Other editions
Additional editions

Alan Watt | Fabio Policarpo
Advanced Game Development with Programmable Graphics Hardware
Book
12/2019
1st Edition
CRC Press
€73.03
Shipment within 15-20 days

Alan Watt | Fabio Policarpo
Advanced Game Development with Programmable Graphics Hardware
E-Book
08/2005
1st Edition
CRC Press
€81.99
Available for download

Alan Watt | Fabio Policarpo
Advanced Game Development with Programmable Graphics Hardware
E-Book
08/2005
CRC Press
€81.99
Available for download
Alan Watt | Fabio Policarpo
Advanced Game Development with Programmable Graphics Hardware
PAL version
Video
08/1995
A K Peters
€77.81
Article exhausted; check different version
Alan Watt | Fabio Policarpo
Advanced Game Development with Programmable Graphics Hardware
Video
10/1994
A K PETERS
€36.51
Article exhausted; check different version
Persons
Watt, Alan; Policarpo, Fabio
Content
1. Introduction and Cg Programming Overview 2. Light/Object Shaders 3. Texture Mapping 4. Rendering Shadows 5. Advanced Mapping Techniques and Ray Tracing on the GPU 6. Common Games Effects 7. Recorded Animation: Interpolation and Management 8. Real-Time Animation 9. Character Animation-Using MoCap and Skinning 10. Facial Animation 11. Managing Game Development