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    "3D Graphics for Game Programming" By JungHyun Han, Jubok Kim

    Posted By: exLib
    "3D Graphics for Game Programming" By JungHyun Han, Jubok Kim

    "3D Graphics for Game Programming" By JungHyun Han, Jubok Kim
    Revised with Errata and Adds
    Сhарmаn & Наll/СRС, Таylоr and Frаnсis | 2011 | ISBN: 14398273891439827370 9781439827376 9781439827383 | 326 pages | PDF | 115 MB

    Designed for advanced undergraduate and beginning graduate courses, this book presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics.

    Well organized and logically presented, this book takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages.
    Easily accessible, it offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections.
    Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding.

    Contents
    Preface
    1 Modeling in Game Production
    1.1 Game Production Pipeline
    1.2 Polygon Mesh
    1.2.1 Polygon Mesh Creation
    1.2.2 Polygon Mesh Representation
    1.2.3 Surface Normal
    1.3 Model Export and Import
    1.4 Coordinate Systems
    2 Vertex Processing
    2.1 World Transform
    2.1.1 Affine Transforms and Homogeneous Coordinates
    2.1.2 World Matrix
    2.1.3 Euler Transform
    2.1.4 Transform of Surface Normals
    2.2 View Transform
    2.2.1 Camera Space
    2.2.2 Space Change and View Matrix
    2.3 Per-vertex Lighting
    2.4 Projection Transform
    2.4.1 View Frustum
    2.4.2 Projection Matrix
    2.4.3 Derivation of Projection Matrix
    3 Rasterization
    3.1 Clipping
    3.2 Perspective Division
    3.3 Back-face Culling
    3.4 Coordinate Systems - Revisited
    3.4.1 3ds Max to OpenGL - Axis Flipping
    3.4.2 OpenGL to Direct3D - Reflection
    3.4.3 OpenGL to Direct3D - Vertex Reordering
    3.5 Viewport Transform
    3.6 Scan Conversion
    3.7 Application: Object Picking
    3.7.1 Computing World-space Ray
    3.7.2 Ray-object Intersection Test
    4 Fragment Processing and Output Merging
    4.1 Texturing
    4.1.1 Texture Coordinates
    4.1.2 Surface Parameterization
    4.1.3 Texture Coordinates to Texel Address
    4.2 Output Merging
    4.2.1 Z-buffering
    4.2.2 Alpha Blending
    4.3 Z-culling
    4.3.1 Tile-based Culling
    4.3.2 Application: Pre-Z Pass
    5 Illumination and Shaders
    5.1 Phong Lighting Model
    5.1.1 Diffuse Reflection
    5.1.2 Specular Reflection
    5.1.3 Ambient Reflection
    5.1.4 Emissive Light
    5.2 Shaders and Shading Languages
    5.2.1 Vertex and Fragment Shaders
    5.2.2 High-Level Shading Language
    5.3 Lighting in the Pipeline
    5.3.1 Per-vertex Lighting in HLSL
    5.3.2 Per-vertex Lighting vs. Per-fragment Lighting
    5.3.3 Per-fragment Lighting in HLSL
    5.4 Global Illumination
    5.4.1 Ray TVacing
    5.4.2 Radiosity
    6 Parametric Curves and Surfaces
    6.1 Parametric Curves
    6.1.1 Bezier Curves
    6.1.2 Hermite Curve and Catmull-Rom Spline
    6.2 Application: Camera Path
    6.3 Bezier Surfaces
    6.3.1 Bilinear Patch
    6.3.2 Biquadratic Bezier Patch
    6.3.3 Bicubic Bezier Patch
    6.3.4 Bezier Triangle
    7 Shader Models
    7.1 Shader Model 4 and Geometry Shader
    7.2 Application: Dynamic Particle System
    7.2.1 Physics-based Simulation of Particles
    7.2.2 Fireworks Simulation
    7.2.3 Fireworks Rendering
    7.3 Shader Model 5 and Tessellation
    7.4 Application: PN-triangles
    7.4.1 Computing Control Points
    7.4.2 Computing Control Normals
    7.4.3 PN-triangle Tessellation
    8 Image Texturing
    8.1 Texture Addressing Mode
    8.2 Texture Filtering
    8.2.1 Magnification
    8.2.2 Minification
    8.3 Mipmapping
    8.3.1 Mipmap Construction
    8.3.2 Mipmap Filtering
    8.3.3 Options for Mipmap Filtering
    8.4 Anisotropic Filtering
    9 Bump Mapping
    9.1 Height Field
    9.2 Normal Mapping
    9.2.1 Normal Map
    9.2.2 Algorithm for Normal Mapping
    9.3 Tangent-space Normal Mapping
    9.3.1 Algorithm for Tangent-space Normal Mapping
    9.3.2 Tangent Space Computation
    9.4 Authoring of Normal Map
    9.5 Parallax Mapping
    9.6 Displacement Mapping
    10 Advanced Texturing
    10.1 Environment Mapping
    10.1.1 Cube Mapping
    10.1.2 Cube Map Access
    10.1.3 Dynamic Cube Mapping
    10.2 Light Mapping
    10.2.1 Diffuse Light Mapping
    10.2.2 Radiosity Normal Mapping
    10.3 Shadow Mapping
    10.3.1 Algorithm for Shadow Mapping
    10.3.2 Shader Codes for Shadow Mapping
    10.3.3 Shadow Map Filtering
    10.4 Ambient Occlusion
    10.5 Deferred Shading
    11 Character Animation
    11.1 Keyframe Animation
    11.2 Rotation
    11.2.1 Interpolation of Euler Angles
    11.2.2 Quaternion Representation
    11.2.3 Rotation Using Quaternion
    11.2.4 Interpolation of Quaternions
    11.3 Hierarchical Modeling and Space Change
    11.3.1 Hierarchical Model
    11.3.2 Space Change between Bones
    11.3.3 World Space to Bone Space
    11.4 Forward Kinematics
    11.5 Skinning and Keyframe Animation
    11.5.1 Skinning
    11.5.2 Skinning in Keyframe Animation
    11.6 Inverse Kinematics
    11.6.1 Analytic Solution
    11.6.2 Cyclic Coordinate Descent
    12 Physics-based Simulation
    12.1 Penalty Method
    12.2 Impulse Method
    12.2.1 Impulse
    12.2.2 Impulse-based Collision Resolution
    12.3 Collision Detection
    12.3.1 Bounding Volumes and Their Hierarchy
    12.3.2 TViangle-triangle Intersection
    References
    Errata
    with TOC BookMarkLinks