Complete Coverage of the Current Practice of Computer GraphicsComputer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics.
In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.
James Dunnigan's memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history.
This collection, arriving in the wake of the 25th anniversary of 1998's Metal Gear Solid, provides scholars and fans alike with a wide-ranging selection of critical essays on the franchise from diverse disciplinary and thematic perspectives.
Completely updated, this second edition explains how to use the interconnectedness of social networks to make stickier, more compelling games on all types of devices.
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe book primarily add
This book is an introduction to development with HTML5 game engines, an in-depth look at some popular engines, downloadable example projects for each engine, and techniques on how to package and distribute the final app to all the major platforms.
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages.
Learn How to Create Immersive Virtual EnvironmentsWritten by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling.
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data.
If you want to be successful in any area of game development-game design, programming, graphics, sound, or publishing-you should know how standouts in the industry approach their work and address problems.
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer's Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief.
GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges.
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style.
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are.
The purpose of The Library-Classroom Partnership is to assist library teachers and classroom teachers to effectively use the library and its resources as an extension of the classroom.
This book brings together the knowledge and perspectives of numerous past and present games industry leaders and practitioners to form a clear picture of how leadership operates in a game development studio.
Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "e;Image Based Modeling"e; where efficient, realistic models can be created very quickly.
Create your own innovative applications in computer vision, game design, music, robotics, and other areas by taking full advantage of Kinects extensive interactive, multi-media platform.
Create your own innovative applications in computer vision, game design, music, robotics, and other areas by taking full advantage of Kinects extensive interactive, multi-media platform.
If you want to enrich your games experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development.
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.