MTU Cork Library Catalogue

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3D games : real-time rendering and software technology / Alan Watt and Fabio Policarpo.

By: Watt, Alan H, 1942-.
Contributor(s): Policarpo, Fabio.
Material type: materialTypeLabelBookSeries: SIGGRAPH series.Publisher: New York ; Harlow, England : ACM Press ; SIGGRAPH ; Addison-Wesley, 2001Description: xvi, 800 p. : ill. (some col.) ; 24 cm + hbk.ISBN: 0201619210.Uniform titles: Three D games. Subject(s): Computer games -- Programming | Computer graphics | C++ (Computer program language)DDC classification: 794.81693
Contents:
Foundations -- Classical 3D graphics -- Real-time rendering -- Control of objects -- 2D technology -- Software technology.
Holdings
Item type Current library Call number Copy number Status Date due Barcode Item holds
General Lending MTU Bishopstown Library Lending 794.81693 (Browse shelf(Opens below)) 1 Available 00077775
General Lending MTU Bishopstown Library Lending 794.81693 (Browse shelf(Opens below)) 1 Available 00086000
General Lending MTU Bishopstown Library Lending 794.81693 (Browse shelf(Opens below)) 1 Checked out 24/01/2022 00086001
Total holds: 0

Enhanced descriptions from Syndetics:

An academic games programming book that is expressly written for degree courses in 3D games programming. Students will be able to develop their own games within the game Skeletons on the accompanying CD, and will learn how to program complex games.

Includes bibliographical references (pages 779-787) and index.

Foundations -- Classical 3D graphics -- Real-time rendering -- Control of objects -- 2D technology -- Software technology.

Table of contents provided by Syndetics

  • Foundations
  • 1 Mathematical fundamentals of 3D computer graphics
  • 2 Modelling and representation 1 - comparative and polygon mesh models
  • 3 Modelling and representation 2 - the economics of polygon meshes
  • 4 Representation and modelling 3 - landscape specialisations
  • 5 Modelling and representation 4 - Breezier, B-spline and subdivision surfaces
  • Classical 3D graphics
  • 6 Classic polygon mesh rendering technology
  • 7 Classic mapping techniques
  • 8 Anti-aliasing theory and practice Real-time rendering
  • 9 Visibility processing of complex scenes
  • 10 Lighting in games
  • 11 Shadows in games
  • 12 Multi-pass rendering
  • Control of objects
  • 13 Motion control - kinematic
  • 14 Control by dynamic simulation
  • 15 Collision detection
  • 16 Interactive control
  • 17 Behaviour and AI2D Technology
  • 18 Two-dimensional techniques
  • 19 Image-based rendering
  • Software technology
  • 20 Multi-player game technology
  • 21 Engine architecture
  • 22 Fly3D SDK reference
  • Appendix A Fly3D SDK reference
  • References
  • Index

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