Research Catalog
3D game engine design : a practical approach to real-time computer graphics
- Title
- 3D game engine design : a practical approach to real-time computer graphics / David H. Eberly.
- Author
- Eberly, David H.
- Publication
- San Francisco : Morgan Kaufmann, [2000], ©2000.
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1 Item
Status | Vol/Date | Format | Access | Call Number | Item Location |
---|---|---|---|---|---|
Not available - Please for assistance. | book & CD | Text | Request in advance | T385 .E373 2000 book & CD | Off-site |
Holdings
Details
- Description
- xxviii, 561 pages : illustrations (some color); 24 cm +
- Subjects
- Bibliography (note)
- Includes bibliographical references and index.
- Contents
- Ch. 1. Introduction -- Ch. 2. Geometrical Methods. 2.1. Transformations. 2.2. Coordinate Systems. 2.3. Quaternions. 2.4. Euler Angles. 2.5. Standard 3D Objects. 2.6. Distance Methods -- Ch. 3. The Graphics Pipeline. 3.1. Model and World Coordinates. 3.2. Perspective Projection. 3.3. Camera Models. 3.4. Culling and Clipping. 3.5. Surface and Vertex Attributes. 3.6. Rasterizing. 3.7. An Efficient Clipping and Lighting Pipeline. 3.8. Issues of Software, Hardware, and APIS -- Ch. 4. Hierarchical Scene Representations. 4.1. Tree-Based Representation. 4.2. Updating a Scene Graph. 4.3. Rendering a Scene Graph -- Ch. 5. Picking. 5.1. Intersection of a Linear Component and a Sphere. 5.2. Intersection of a Linear Component and a Box. 5.3. Intersection of a Linear Component and a Capsule. 5.4. Intersection of a Linear Component and a Lozenge. 5.5. Intersection of a Linear Component and a Cylinder. 5.6. Intersection of a Linear Component and an Ellipsoid.
- 5.7. Intersection of a Linear Component and a Triangle -- Ch. 6. Collision Detection. 6.1. Design Issues. 6.2. Intersection of Dynamic Objects and Lines. 6.3. Intersection of Dynamic Objects and Planes. 6.4. Static Object-Object Intersection. 6.5. Dynamic Object-Object Intersection. 6.6. Oriented Bounding Box Trees. 6.7. Processing of Rotating and Moving Objects -- Ch. 7. Curves. 7.1. Definitions. 7.2. Reparameterization by Arc Length. 7.3. Special Curves. 7.4. Subdivision. 7.5. Orientation of Objects on Curved Paths -- Ch. 8. Surfaces. 8.1. Definitions. 8.2. Curvature. 8.3. Special Surfaces. 8.4. Subdivision -- Ch. 9. Animation of Characters. 9.1. Key Frame Animation. 9.2. Inverse Kinematics. 9.3. Skinning -- Ch. 10. Geometric Level of Detail. 10.1. Sprites and Billboards. 10.2. Discrete Level of Detail. 10.3. Continuous Level of Detail -- Ch. 11. Terrain. 11.1. Terrain Topology. 11.2. Vertex Based Simplification.
- 11.3. Block-Based Simplification. 11.4. Vertex Dependencies. 11.5. Block Rendering. 11.6. The Full Algorithm. 11.7. Other Issues. 11.8. Height Fields from Point Sets or Triangle Meshes -- Ch. 12. Spatial Sorting. 12.1. Quadtrees and Octrees. 12.2. Portals. 12.3. Binary Space Partitioning -- Ch. 13. Special Effects. 13.1. Lens Flare. 13.2. Environment Mapping. 13.3. Bump Mapping. 13.4. Volumetric Fogging. 13.5. Projected Lights. 13.6. Projected Shadows. 13.7. Particle Systems. 13.8. Morphing. App. A. Object-Oriented Infrastructure -- App. B. Numerical Methods.
- ISBN
- 1558605932
- LCCN
- 00055019
- OCLC
- ocm44413730
- SCSB-4007002
- Owning Institutions
- Columbia University Libraries